Professional Documents
Culture Documents
Conclusion
Creativity is important throughout the lifespan, with diferent forms at
diferent ages. Te development of creativity in childhood and adolescence
sets the stage for creative production in a career, solving problems in daily life,
and experiencing joy in creative endeavors. For these reasons, it is essential
that we help all children develop their creative potential. In adulthood, crea-
tive expression and accomplishment in one’s feld become a major focus. In
later life, individuals can return to joyful creative expression in hobbies, con-
tinue to work in their domain if they wish, and meet the challenges of aging
in a creative way.
References
Baer, J. (2016). Creativity doesn’t develop in a vacuum. In B. Barbot (Ed.),
Perspectives on creativity development (pp. 9–20). Wiley.
Barbot, B., Lubart, T. I., & Besancon, M. (2016). “Peaks, slumps, and bumps”:
Individual diferences in the development of creativity in children and
adolescents. In B. Barbot (Ed.), Perspectives on creativity development (pp.
33–45). Wiley.
Delvecchio, E., Li, J.-B., Pazzagli, C., Lis, A., & Mazzeschi, C.. (2016).
How do you play? A comparison among children aged 4–10. Frontiers in
Psychology, 7, 1833. https://doi.org/10.3389/fpsyg.2016.01833
Fehr, K., & Russ, S. W. (2016). Pretend play and creativity in preschool-
aged children: Associations and brief intervention. Psychology of Aesthetics,
Creativity and the Arts, 10, 296–308. https://doi.org/10.1037/aca0000054
Gruber, H. (1981). On the relation between “aha experiences” and the
construction of ideas. History of Science, 18, 41–59.
Guilford, J. P. (1950). Creativity. American Psychologist, 5, 444–454.
Hirsh-Pasek, K., & Golinkof, R. (2003). Einstein never used fash cards: How
our children really learn – and why they need to play more and memorize less.
Rodale.
Development of Creativity 177
Hofmann, J., & Hills, E. (in press) Development and enhancement of adolescent
creativity. In S. W. Russ, J. Hofmann, & J. Kaufman (Eds.), Te Cambridge
handbook of lifespan development of creativity. Cambridge University Press.
Hofmann, J., & Russ, S. W. (2016) Fostering pretend play skills and
creativity in elementary school girls: A group play intervention. Psychology
of Aesthetics, Creativity, and the Arts, 10, 114–125.
Kahana, E., Kahana, B., & Ermoshkina, P. (in press). In S. Russ, J. Hofman,
& J. Kaufman (Eds.), Te Cambridge handbook of lifespan development of
creativity. Cambridge University Press.
Kaufman, J. & Beghetto, R. (2009). Beyond big and little: Te four c model of
creativity. Review of General Psychology, 13, 1–12.
Kaugars, A. S., & Russ, S. W. (2009). Assessing preschool children’s pretend
play: Preliminary validation of the afect in play scale: Preschool version.
Early Education and Development, 20, 733–755. https://doi.org/10.1080
/10409280802545388
Karwowski, M., & Wisniewska, E. (in press). Creativity in adulthood. In S.
W. Russ, J. Hofman, & J. Kaufman (Eds.), Te Cambridge handbook of
lifespan development of creativity. Cambridge University Press.
Kleibeuker, S., De Dreu,C., & Crone, E. (2016)Creativity development in
adolescence: Insight from behavior, brain, and training studies. In B.
Barbot (Ed.), Perspectives on creativity development (pp. 73–84). Wiley.
Lee, A., & Russ, S. W. (in press). Development of creativity in school-aged
children. In S. W. Russ, J. Hofman, & J. Kaufman (Eds.), Te Cambridge
handbook of lifespan development of creativity. Cambridge University Press.
Marcelo, A. K. (2016). Te structure and development of pretend play across
childhood. Dissertation, University of California Riverside.
Plucker, J. A. (1999). Is the proof really in the pudding? Reanalysis of Torrance’s
longitudinal data. Creativity Research Journal, 12, 103–114.
Reiter-Palmer, R., & Dredge, C. (in press). Organizations and creativity. In
S. W. Russ, J. Hofman, & J. Kaufman (Eds.), Te Cambridge handbook of
lifespan development of creativity. Cambridge University Press.
Rocke, A. (2010). Image and reality: Kekule, Kopp, and the scientifc imagination.
University of Chicago Press.
Runco, M. (2007). Creativity. Elsevier.
Russ, S. W. (2014). Pretend play in childhood: Foundation of adult creativity.
American Psychological Association.
Russ, S. W., & Schafer, E. (2006). Afect in fantasy play, emotion in memories
and divergent thinking. Creativity Research Journal, 18, 347–354. https://
doi.org/10.1207/s15326934crj1803_9
Subotnik, R., Olszenski-Kubilius, P., & Worrell, F. (in press). Development
of gifted and talented students’ creativity in school contexts. In S. Russ,
178 Creativity and Innovation
Key Take-Aways
¥¥ Pretend play is a resource for children’s adaptive development, espe-
cially for creativity, and should be encouraged by parents and teachers
¥¥ Assessment of pretend play would be one way to determine a child’s
creative potential.
¥¥ Educators should encourage pretend play in preschool and early ele-
mentary grades by providing appropriate toys, guidance, time, and
space for play to occur. Play over remote platforms is an option.
What do you observe when you watch a young child play? Usually, they
are having fun and enjoying themselves. Tey are playing because they want
to. Tey are making up stories, using LEGO bricks or building blocks to rep-
resent all kinds of objects, role playing diferent characters, and defying logic
(e.g., fying on a magic carpet). Tey are also expressing lots of emotion – both
positive (getting a present they like) or negative (playing cops and robbers,
sword fghting, being chased by a monster). Of course, in play, negative feel-
ings like fear and anger are only pretend – so they are not really so negative.
Children might be having a sword fght, but they are having a good time.
Also, children can regulate feelings in pretend play by going at their own pace.
By self-modulating feelings, they learn to regulate emotions.
Tere are many defnitions of pretend play. Fein (1987) defned play as
a symbolic behavior in which “one thing is treated ‘as if ’ it were something
else” (p. 282). For example, a block becomes a table or a stick becomes a
sword. Fein also thought that the expression of emotion was an integral
part of pretend play. Tis focus on emotion and pretend in play is important
because it recognizes that both cognition and afect are involved in play, as
they are in creativity. In fact, Fein thought that play is a natural form of crea-
tivity in children. Sawyer (1997) expanded on this idea and conceptualized
pretend play as a form of improvisation for children, in that it is unscripted
yet has loose outlines to be followed – as in jazz. Comparing pretend play
to improvisation in jazz is a good analogy, and captures the creativity in the
play activity.
Most of the research on play and creativity has focused on play and diver-
gent thinking (generation of ideas). A typical item on a divergent thinking test
is “How many uses can you think of for a button?” Tere are a large number of
studies that have found signifcant relationships between diferent measures
of pretend play and divergent thinking (for reviews, see Dansky, 1999; Russ,
2014). For example, in one study, children who had more imagination and
more afect themes in play could think of more uses for objects on a divergent
thinking test than children with less imagination could (Russ & Grossman-
McKee, 1990). Tese correlations were signifcant when there were controls
for intelligence. Both positive and negative themes in play were associated
with divergent thinking (Russ & Schafer, 2006). Longitudinal studies also
support the association between pretend play and creativity. For example, in
the Russ et al. (1999) longitudinal study, imagination and organization in
early play (frst and second grade) predicted divergent thinking four years later
Studies have found relationships between play and other measures of
creativity as well. Kaugars and Russ (2009) found that pretend play in pre-
school children related to teacher ratings of make-believe in children’s daily
play behavior. Hofmann and Russ (2012) found that pretend play related to
creativity in storytelling, independent of verbal ability. Afect in the play also
related to afect in stories. Given the number of studies in the literature in
diferent research programs, with diferent child populations and in diferent
environments, that have found signifcant relations between pretend play and
creativity, with some studies using diferent examiners for the diferent tasks,
there is good evidence for the association between pretend play and creativ-
ity, and that this association is relatively stable over time. Although there are
no longitudinal studies that have followed children into adulthood to assess
prediction of adult creativity from early play, there is research literature that
has found that divergent thinking in children is predictive of adult creativity
(Plucker, 1999).
A key question is whether there is a causal relationship between play and
creativity. Does engaging in play have a facilitative efect on creativity? Tere
is some evidence that play facilitates divergent thinking. In several well-con-
ducted experimental studies, pretend play sessions facilitate divergent think-
ing in preschool and elementary school children (Dansky, 1980; Hofmann &
Russ, 2016).
Tere are diferent opinions about how the results of individual studies
should be interpreted, but there is a consensus that methodologically rigorous
studies with large samples, blinded experimenters, adequate control groups,
and valid measures of play and creativity are needed (Lillard et al., 2013).
Tere is a need for standardized play facilitation protocols that are easy
to carry out in schools and homes, and are empirically based. We have been
Pretend Play and Creativity 183
“theory of mind,” and it allows the child a space to freely act out emotion-
laden themes with other characters, perhaps to take the focus of the child by
projecting behaviors and emotions onto another in order to make sense of the
world.
Recent research on imaginary friends has begun to focus not exclusively
on imaginary friends, but on elaborated role play more generally. Elaborated
role play is characterized by engagement in stable kinds of play involving
imaginary friends, personifed objects, and impersonation that children incor-
porate into regular play activities (Taylor et al., 2013). Tere is some evidence
that elaborated role play may play a role in children’s creative and social per-
spective-taking development independent of the benefts associated with typi-
cal developmental pretend play milestones (Taylor et al., 2013; Mottweiler &
Taylor, 2014).
Mottweiler and Taylor (2014) investigated the relationship between
elaborated role play and creativity as measured by performance on two tasks
they believed were appropriate for preschoolers. Children who had imaginary
friends and children who engaged in stable impersonation had more creative
story-stem completions, and children with imaginary friends drew more crea-
tive pictures of made-up people (Mottweiler & Taylor, 2014).
Research supports the assumption that pretend play in general, imagi-
nary companions, and elaborated role play are helpful in providing children
with opportunities to think about the behaviors and emotions of others,
which may place playful children in an advantageous position over their non-
playful peers. Playful children may prove more successful in relating to and
engaging with others in social contexts, a skill that is benefcial throughout
the lifetime.
these areas generalized when playing and interacting with their care-giver.
Te improvements gained for preschool children with ASD via joint attention
and symbolic play intervention were also predictive of functional language and
cognitive ability use after a fve-year follow-up (Kasari et al., 2012).
In a study by Doernberg et al. (2020), an in-person pretend play inter-
vention was given to school-aged children (aged six to nine years) diagnosed
with high-functioning ASD (HF-ASD), to increase children’s cognitive and
afective play skills, and emotional understanding abilities. Te intervention
consisted of fve weekly sessions of 15–20 minutes each. Te play intervention
was an adaptation of the play intervention used with typical children in the
previous Russ intervention studies. Te play facilitator played with the child,
completing a series of play scenarios that were appropriate for children with
ASD. At post-test, the intervention group signifcantly increased in imagina-
tion in play, which generalized to increased skills in emotional understanding.
Interestingly, the group did not increase in afect expression.
Educational Implications
A major implication for educators is that pretend play, in all its forms,
should be taken seriously. Observing pretend play, either informally or with a
standardized assessment of play, may help identify creative potential in chil-
dren that other assessment measures may not. In pretend play, creative think-
ing can be observed in a way that intelligence tests do not measure. Pretend
play is predictive of creativity over time, and would be a valuable addition to
an assessment battery.
186 Creativity and Innovation
References
Boyd, B. (2009). On the origin of stories. Harvard University Press.
Dansky, J. (1980). Make-believe: A mediator of the relationship between play
and associative fuency. Child Development, 51, 576–579.
Dansky, J. (1999). Play. In M. Runco & S. Pritzker (Eds.), Encyclopedia of
creativity (pp. 393–408). Academic Press.
Dimitropoulos, A., Zyga, O., & Russ, S. (2017). Evaluating the feasibility of
a play-based telehealth intervention program for children with Prader-
Willi Symndrome. Journal of Autism and Developmental Disorders, 47(9),
2814–2825.
Doernberg, E., Russ, S., & Dimitropoulos, A. (2020). Believing in make-
believe: Efcacy of a pretend play intervention for school-aged children
with high-functioning autism spectrum disorder Journal of Autism and
Developmental Disorders, 51(2), 576–588. https://doi.org/10.1007/s10803
-020-04547-8
Pretend Play and Creativity 187
Investing in Creativity
in Students
The Long and Short
(Term) of It
Amy K. Graefe and Stuart N. Omdal
Key Take-Aways
¥¥ Creativity can and should be developed.
¥¥ Teaching creative thinking strategies to students is a long-term invest-
ment upon which they will be able to draw throughout their lives.
¥¥ Although an element of the arts, creative thinking, and action occur in
all areas of human endeavor, including the everyday lives of all people.
¥¥ In the classroom, barriers to teaching creatively may be present, but
they can be overcome through the application of creative thinking.
¥¥ When teachers develop an understanding of creativity, model creative
thinking and behaviors, and teach creatively, a classroom climate can
be established that enhances the teaching and learning experience for
students.
Barriers to Creativity
Barriers to creativity can be either real or perceived. “Real” barriers are
often external, and may come in the form of governmental or school dis-
trict directives regarding curricular priorities that inhibit creative teaching or
learning activities. “Perceived” barriers may be attitudinal regarding the value
of appropriate expression of creativity or the characteristics/behaviors com-
monly associated with creativity.
With the passage of this congressional Act, federal education funding was
directly tied to high-stakes assessments designed to measure student achieve-
ment. In looking back, however, not only did the implementation of NCLB
not have the intended efect of academic profciency for all students, it also
evidenced unintended negative consequences, perhaps the most notable being
that in high-stakes testing environments, the curriculum tends to be narrowed
to only what will be assessed in the tests (Berliner, 2011; Milner, 2014; Schul,
2011), often eliminating “art, music, and such skills as critical thinking, [and]
creativity” (Hlebowitsh, 2007, para. 4).
194 Creativity and Innovation
Scripted Curriculum
Te NCLB legislation also required that schools and districts implement
research-based instructional strategies within classrooms (US Department of
Education, 2002). Tis condition led to the adoption of many scripted cur-
ricula throughout the nation (Conrad et al., 2015; Duncan-Owens, 2009; Fitz
& Nikolaidis, 2020; Milner, 2014) and often to administrative directives that
teachers adhere to a strict, prescribed daily schedule in the name of fdelity
of implementation. One frst grade teacher reported that her principal said
that he wanted to be able to observe a lesson in the frst classroom, and as he
walked down the hall, hear the next teacher not only conducting the same
lesson, but ideally at the same point in that lesson. Another teacher reported
that she was told by her principal that he wanted a curriculum so “foolproof ”
that he could “pull a bank teller walking the street,” put him in a classroom
with the scripted lessons, and he could successfully teach the class (Gerrard &
Farrell, 2014). Although ESSA (2015) recognizes the need for “comprehen-
sive literacy instruction,” the scripted curriculum was still being widely used
well into 2016 (Cavanagh, 2016), and continues to a degree today.
Lack of Training
Another limitation to incorporating creativity in the classroom is teach-
ers’ lack of self-efcacy in this area due to the absence of targeted training and
support, either in pre-service teacher programs or in professional development
196 Creativity and Innovation
Perceived Barriers
Enhancing Creativity
Te question of whether creativity can be enhanced often arises, and is
based on the myth that people are born either creative or un-creative (Plucker
& Dow, 2010). Within this (false) dichotomy, any creativity training or
attempts at creativity development are seen as futile. However, the overwhelm-
ing response in the literature belies these notions (Aljughaiman & Mowrer-
Reynolds, 2005; McGregor & Frodsham, 2019; Perry & Collier, 2018; Piirto,
2011; Plucker, Guo, & Dilley, 2018b; Starko, 2013; Sternberg & Williams,
1996; Yuan et al., 2019). Since J. P. Guilford’s 1950 call for more “systematic,
rigorous, experimental research” on creativity (Feldman & Benjamin, 2006,
p. 325), hundreds of such studies have been conducted, with largely the same
conclusion: Creativity can be enhanced with appropriate support, learning
experiences, and opportunities to use the acquired skills in real-world settings.
One reason why the question of creativity development continually sur-
faces is that a great many people equate creativity with artistic ability and/
Investing in Creativity in Students 197
Researchers and writers in the area of creativity often refer to the distinc-
tion between diferent types of creativity as big-C, which is associated with
those who are legendary or revolutionary (e.g., Ghandi, Margaret Mead, John
Lennon), and little-c, often described as “everyday” creativity (e.g., improvis-
ing when you don’t have the right tool or ingredient, a parent making up a
song to sing to his or her child, solving a problem when a change of plans
occurs; see Beghetto, 2010; Kaufman & Beghetto, 2009). Tese authors also
recognize the creativity involved in gaining creative insights and interpreta-
tions in the learning process. Tis is known as “mini-c.” A fourth designation
of creative action is deemed pro-c, which acknowledges the contributions and
eforts of professionals whose creative work is emerging, but is not yet at the
level of eminence
As one of the authors of this chapter begins a class or professional devel-
opment session for teachers on creativity, he always asks the attendees if they
think they are creative. Usually only 20 percent or so of the hands go up; the
others typically say, “I’m not artistic.” He then talks to them about the con-
cepts of big-C and little-c creativity and shares quotations regarding creativ-
ity, including the quote from Maslow (n.d.): “A frst rate soup is more creative
than a second rate painting.”
Once the concept of little-c creativity sinks in, these teachers are ready
to begin to form a conception of creativity broad enough for them to see
how the aspects of their teaching (and their “everyday” personal lives) are,
indeed, creative (Piirto, 2011). Tey are also ready to begin to recognize the
many ways their students are creative in their “everyday” school lives. Tese
are those moments of mini-c creative insights and interpretations described
by Kaufmann and Beghetto (2009) Tis, coupled with the acquisition of
198 Creativity and Innovation
Understanding Creativity
One can fnd hundreds of books on creativity-enhancing activities for
students. Many are very clever, and focus on divergent thinking through
brainstorming activities. Teachers can use them and see that the students are
actively participating, thinking, and as a side beneft, having fun following
them. What is missing is the growth of teacher understanding of the larger
domain of creativity outside divergent thinking.
Jane Piirto writes extensively on creativity, creative processes, and cre-
ative individuals. She maintains that the study of creativity needs to go
beyond the “learning about” level to a point where individuals really inter-
nalize the concepts and principles of creativity and contemplate the role of
those concepts in their own lives: “I believe one cannot teach people to be
creative without having experienced the creative process in a transforma-
tional way” (Piirto, 2011). Tis “transformational way” would be a diferent
experience for each individual. Davies and colleagues (2013) emphasized
the importance of teachers’ awareness of their personal conceptions of cre-
ativity because of the impact awareness has on the classroom. Tey also
emphasized the importance of teachers “taking on the role of learners to
develop their own creativity” (p. 88). Part of that creativity development
includes learning about theories and defnitions, and exploring the bio-
graphical information of creative people. Trough the acquisition of that
information and the learning activities in which they participate, teachers
are likely to experience a personal transformation regarding their creative
self-efcacy (Piirto, 2011).
Another dimension of understanding creativity is the individual’s attitude
regarding creativity (Plucker & Dow, 2017). Te focus on attitude applies
to both teacher and student. Previous life experiences and teaching/learning
experiences in the classroom contribute to the formation of attitudes about
creativity. Teachers need to refect on past experiences with creative thinking
activities and acknowledge how those have afected their personal attitudes
regarding creativity. Tey are also in the position to develop learning activities
for their students that are at frst guided and low-risk, thus providing them
opportunities to develop positive attitudes regarding creativity. Plucker and
Dow also recommend helping students to identify their abilities, interests, and
preferences in the realm of creative thinking and production and to build on
those attributes while respecting the diferences others may have.
200 Creativity and Innovation
Modeling Creativity
Te modeling of creative attitudes and behaviors by teachers is another
area recommended in the literature (Beghetto, 2017; Davies et al., 2013;
Rubenstein et al., 2018; Yi et al., 2015). Tis includes demonstrating tasks
or projects that require creative thinking, including the aspects of fuency,
fexibility, originality, and elaboration. Modeling the “think aloud” approach
(Hargrove, 2013) is a way to show students how to develop metacognitive
skills through the teacher sharing his or her thinking process aloud. Teachers
can also employ the method of “Artistic Modifcation” (Renzulli et al., 2000),
whereby teachers enhance the curriculum by bringing in teaching resources,
such as personal stories, hobby materials, and collected documents, to use in a
creative way. Tis afords students the opportunity to see a creative aspect of
their teachers’ non-academic lives in an academic context. Tis may enable the
students to creatively connect the stories and objects of their own lives to the
academic contexts they experience in school.
Climate
Te classroom climate encompasses the balance between divergent
and convergent questions and expectations, the number of choices students
can make, and the openness of the teacher to a range of student responses
(Davies et al., 2013; Gajda et al., 2017; Morais et al., 2019; Plucker et al.,
2015). What would an observer see and feel in a creative classroom? When
one of the authors was a doctoral student, he helped implement a thinking
skills program that was part of a university study. As part of this process, he
spent time observing a fourth grade classroom in an urban elementary school.
Te veteran teacher he was observing was not comfortable having someone
watch her teach and not comfortable with a productive thinking exercise at
the beginning of a science unit on birds. She was using a KWL chart (“What
do you Know, What do you Want to learn, What have you Learned?”). She
was hesitant because she realized she did not already know how the students
would answer. She rarely asked divergent or open-ended questions, preferring
instead to ask questions that required convergent thinking – questions that had
just one correct answer. She asked the students, “What do you already know
about birds?” Hands went up, and students told her fairly predictable facts
about birds. Ten she asked, “What do you want to learn about birds?” Several
students had pretty ordinary questions, then LeRoy raised his hand and was
called upon: “I want to know why boy birds and girl birds are diferent.” He
was asking about why the feathers were diferent colors on male and female
birds. Te teacher’s response was immediate and forceful, “Tat is no kind of
question to ask, and you sit down and shut up.” Tere was defnitely a climate
Investing in Creativity in Students 201
in that room, and it was pretty stormy. No more hands went up. Nobody asked
any more questions. Her response shut down any speculative thinking, and
she was fnished with questions that required divergent thinking.
Climate is the feeling tone of a classroom that is established by the teacher.
It may be one like the classroom described above, or it may be one where open-
ended questions are common and student responses are respectfully addressed.
A positive climate is a safe environment to ask all kinds of questions and know
that all answers will be thoughtfully considered and a safe place to take risks
– academic, intellectual, creative, social, and personal (Claxton et al., 2006;
Cullingford, 2007; Karwowski, 2011; Morais et al., 2019; Piirto, 2011).
One of the key factors in teachers successfully establishing a safe, crea-
tive environment is the types of questions they ask, which reveal their per-
sonal perception of knowledge. If a teacher views his or her job as relaying
information and particular skills to students (Beghetto & Kaufman, 2009),
he or she will be asking a majority of questions that only require convergent
thinking. If a teacher views him- or herself as one who is learning with his
or her students, using an inquiry approach to teaching, asking a majority of
open-ended questions that require divergent thinking, and ofering students
some options in how they are assessed via student products, that teacher will
establish a classroom climate that fosters creativity and the creative growth of
students (Beghetto, 2010). An example of one approach that utilizes question-
ing that leads to student understanding is “Synectics” (Aggarwal & Bhatia,
2011; Gordon, 1961; Lambert, 2017). One of the many strategies in Synectics
is metaphorical thinking. After introducing a new topic to students, the teach-
ers asks, “What is this like?” (e.g., “Photosynthesis – What is this like?”). Te
students need to think about the attributes, characteristics, function, process,
and outcomes of photosynthesis and look for relationships or similarities with
other objects, ideas or processes in science (or any other area for that matter). It
is in this examination of the primary concept that the student uses both crea-
tive and evaluative thinking that can lead to deeper understanding.
Teaching Creatively
Another facet of creativity in classrooms is how the teacher teaches. Te
importance of the teaching strategies implemented is refected in the previ-
ous subsection on “Climate,” as it is the choice of teaching strategies that
directly infuences the climate of the classroom. Te literature ofers many
potential teaching strategies associated with the development of student crea-
tivity. In a research study on teacher–student interaction in classrooms that
supported creativity, Gajda et al. (2017) reported: “classrooms supportive of
creative learning seem to be those characterized by patterns of interaction
202 Creativity and Innovation
that provided openings for students to share their ideas and opportunities to
further explore those ideas ….”
A set of strategies from the work of June Maker with the Discover cur-
riculum model (Maker et al., 2008) include several other features of teaching
creatively: (a) active learning, where students listen, ask questions, discuss,
plan, express themselves, experiment, research, create, and/or compose; (b)
access to varied materials (math manipulatives, art supplies, magazines) and a
variety of ways to access information and to express what has been learned; (c)
opportunities to explore topics of interest within the context of the curricu-
lum or other topics of particular interest; (d) problem-fnding and problem-
solving; and (e) self-evaluation, where students learn how to critique their own
work based on self-determined criteria.
Extending the concept of evaluation from self to the evaluation of others
provides the opportunity for students to have a more “real-world” experience.
When students, particularly at the upper elementary through high school lev-
els, have the opportunity to select a real problem or issue they need to address,
they are often in the position of wanting to go beyond merely informing oth-
ers. In order to do so, they need to be schooled with the knowledge of how to
articulate their concern in a creative and deliberate way that will move their
audience of decision-makers to the action hoped for by the student. Plucker
(Hot Topic 13 in this volume) promotes the idea that comprehensive articula-
tion of their issue or concern gives the student the opportunity to apply their
creativity and thus experience what is necessary to bring about change in their
school or community, make improvements to a situation, or change people’s
mind about an issue. Tis is creativity in action.
Te recommendations for developing a classroom climate that supports
creative teaching and learning, questioning strategies for the development of
understanding, and opportunities for choices in content and mode of expres-
sion, coupled with the strategies listed earlier, will support the goal of nurtur-
ing and enhancing creativity in students.
Conclusion
Every teacher has parameters within which he or she must operate,
dictated by federal, state and/or local school district directives. As we have
pointed out, the level of imposed structure varies a great deal. For those with
greater freedom to select content and instructional strategies, these recom-
mendations may be implemented to a greater degree. For those who are in
schools where all content and pedagogy are prescribed, on the surface these
recommendations may appear untenable to even consider. When one of the
Investing in Creativity in Students 203
authors was talking with a free-thinking friend who was in a very structured
graduate program, the friend said that he was really going to have to think
“outside the box” to survive. Ten he paused and said, “No, I’m going to have
to think harder inside the box.”
For those in a more restrictive setting, the situation is similar. Sawyer
(2011) ofers the concept of looking for the “spaces” in between the elements of
the structured curriculum and asking those open-ended questions, taking the
opportunities to give students a choice in assignments, and/or conducting short
creative thinking exercises. Sawyer calls this “disciplined improvisation.” By
making an efort to gain more understanding of creativity, creating a favorable
climate for students’ creative expressions, and looking for opportunities to think
harder inside the box for those spaces where creative thinking can be inserted,
teachers communicate the value of creativity and how it can be part of everyday
living. It is in these eforts that teachers make deposits in the long-term invest-
ments that will make a positive diference in the lives of their students.
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204 Creativity and Innovation
Kuhfeld, M., Soland, J., Tarasawa, B., Johnson, A., Ruzek, E., & Liu. J. (2020).
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HOT TOPIC 8
Creativity in Groups
Catalyst or Complication?
Melanie S. Meyer and Jonathan A. Plucker
Key Take-Aways
¥¥ Much of the work that takes place in businesses and in schools is
done in groups or teams, but those confgurations may not always
create the most conducive environments for creative thinking and
problem-solving.
¥¥ Working on tasks in isolation may also limit an individual’s ability to
think creatively and solve problems.
¥¥ Tere is some evidence that dyads or pairs may be the optimal group
size for creative ideation, production, and problem-solving.
¥¥ Workfow cycles that include group collaboration followed by inde-
pendent investigation, refection, and idea generation may be more
conducive to creative ideation and production.
Anyone who has ever been part of a group efort knows that some groups
function better than others. A group on a tight deadline may sacrifce creative
solutions for more practical or timely options. A group with members from
diverse backgrounds may conform to the ideas of the most vocal member for
the sake of getting the job done and minimizing confict along the way. A
group with members who have difering viewpoints may reach an impasse,
prompting one individual to take on the bulk of the workload just to move
the project forward. But at what cost? Some aspects of group work in schools
and in the workplace have the potential to stife creativity and squash attempts
to innovate. Groups can collaborate efectively and accomplish the tasks they
set out to complete, but there is a diference between simply fnishing a task
and developing creative and innovative solutions. Tis hot topic examines the
benefts and limitations of working in groups and suggests methods for col-
laboration that support creative thinking and innovation.
Benefits of Groups
Idea Sharing
In workplaces and classrooms, there has been a shift toward more team-
based approaches that require individuals to work as part of a group (Goncalo
& Staw, 2006; Kuhn, 2015). One beneft of work groups is that they can
facilitate idea sharing. Group synergy can occur when members bring diverse
knowledge and skill sets and when those group members carefully process
task-related information collaboratively (De Dreu et al., 2011; Paulus, 2000;
Creativity in Groups 211
Shared Goals
When group members feel a sense of belonging and identify with their
work group, positive behaviors and group outcomes, including creative pro-
duction, are more likely. However, group creativity is not just impacted by
whether or not members identify with the group, but also the approaches
they take to afrm that identifcation. Some groups may hold a “promotion-
orientation” (Lee et al., 2018, p. 124), which is characterized by attempts to
maximize the positive contributions of the group through creative solutions,
while other groups hold a “prevention-orientation” (p. 124), in which they act
to prevent negative consequences for the organization, often leading to deci-
sions that preserve stability and the status quo.
Limitations of Groups
Pressure to Conform
One criticism of work groups is that they promote conformity at the
expense of creativity, but whether or not group members go along with the
dominant opinions of the group is largely a function of the norms they adopt.
If a group embraces norms that encourage risk-taking, accept mistakes as
part of the process, and require the active participation of all team members,
their creative capacity may be higher than a group with a bottom-line mental-
ity that chooses to short-cut the exchange of ideas and systematic processing
of information (Caldwell & O’Reilly, 2003; De Dreu et al., 2011; Goncalo &
Duguid, 2012; Greenbaum et al., 2020). However, consistently navigating the
divergent and convergent processes required for problem-solving in a group
may be easier said than done.
External Constraints
Group creativity may also be impacted by the task parameters (e.g., project
requirements, deadlines), so when creativity is the goal, individuals have to
212 Creativity and Innovation
Group Dynamics
Social and cognitive stimulation are frequently cited as benefts of group
work. Although group interactions do have the potential to enhance the fuency
and originality of ideas generated by a group (De Dreu et al., 2011), in reality,
the cognitive interference and social inhibition efects that are also common
in group exchanges can lead to lower levels of group creativity and innovation
(Paulus, 2000). In school settings, teachers often structure learning tasks to
include group work under the assumption that the idea sharing that takes place
will enhance not only students’ understanding of the content, but also their
ability to collaborate on creative solutions. Unfortunately, this assumption is
not supported by a strong empirical research base (Kuhn, 2015; Plucker et al.,
2015). In Kuhn’s (2015) review of several studies, she noted that “the efective
component of PBL [problem-based learning]” was “learning new concepts in
the context of a problem requiring their application, rather than social collabo-
ration” (p. 48). Group creativity can also be impacted by individual members’
perceptions of power distance (e.g., social status, professional status) within the
group. In turn, these perceptions can constrain divergent thinking processes if
group members self-censor and choose not to share their ideas. As a result, con-
vergent processes, such as idea selection and implementation planning, may also
sufer in the wake of these power distance diferentials (Yuan & Zhou, 2015).
Group Composition
In empirical investigations, demographic diversity (e.g., race, gender, age)
does not appear to be related to group creativity, but diversity of abilities and
perspectives (e.g., functional diversity) does appear to be a factor (Royston &
Reiter-Palmon, 2016). Larger groups with members who are engaged, who
Creativity in Groups 213
actively consider the ideas of others, and who withhold judgment of ideas may
create atmospheres that support creative ideation through positive competi-
tion (Paulus, 2000). However, larger groups can be difcult to manage, and
may fnd it harder to make decisions that account for the viewpoints of all
members. Recent research has suggested that smaller collaborative groups,
specifcally pairs, may be more conducive to developing creative solutions
(Kuhn, 2015; Shenk, 2014).
Finding a Balance
De Dreu et al. (2008) described group collaboration as a process of “cycling
between individual-level and group-level information processing” that “con-
tinues until a decision is reached, or some judgment is rendered” (p. 82). Tey
noted that group members who are motivated to fnd, process, and share infor-
mation systematically (e.g., high epistemic motivation) and who work toward
collective rather than personal gain (e.g., high prosocial motivation) contrib-
ute to the overall creative potential of the group (De Dreu et al., 2011). In a
cross-cultural study, three-person groups who shared the goal of improving
the organization (e.g., prosocial motivation) and were motivated to engage in
meaningful information processing (e.g., epistemic motivation) demonstrated
higher fuency and generated more original ideas than groups with lower levels
of prosocial and epistemic motivation (Bechtoldt et al., 2010). Tese motiva-
tional factors may provide some insight into characteristics to consider when
forming teams in workplaces and classrooms.
We often use a strategy we call the accordion method, an empirically
supported technique that cycles between group eforts and solitary/paired
arrangements for creative work. In this method, individuals begin the work
with the whole team to set priorities and discuss the goals of the task, then
people go of by themselves or in pairs to do some creative thinking, followed
by bringing everyone back together when the time is right. At this point, the
team can look over the pooled results, talk about next steps, then split into
individuals or pairs again to work. Just as the bellows of an accordion move in
and out to produce music, in this method individuals move in and out of group
settings to design and implement creative solutions.
Tis approach has applications in the workplace and in school settings. For
example, Te Agile Manifesto (2001) is a set of values and guiding principles for
decision-making within the software development process. Tis collaboration
between software industry stakeholders includes a set of fexible approaches
that allow groups of individuals to move in and out of team confgurations as
they navigate the process of creating, troubleshooting, and optimizing their
214 Creativity and Innovation
Conclusion
Group work confgurations are not always the best way to promote creativ-
ity and innovation, but humans are social creatures and often work with others
by choice or out of necessity. On the other end of the spectrum, always work-
ing in isolation on tasks may not fully support creativity and innovation either.
Te truth about optimal working conditions that support creative thinking and
implementation likely falls somewhere in between. Research on group creativity
in the workplace and in schools provides some guidance about factors to con-
sider when working within an organization that uses a team approach, particu-
larly when those teams are expected to produce creative or innovative solutions.
References
Bechtoldt, M. N., De Dreu, C. K. W., Nijstad, B. A., & Choi, H.-S. (2010).
Motivated information processing, social tuning, and group creativity.
Creativity in Groups 215
Plucker, J. A., Beghetto, R. A., & Dow, G. T. (2004). Why isn’t creativity
more important to educational psychologists? Potential, pitfalls, and
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83–96. https://doi.org/10.1207/s15326985ep3902_1
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CHAPTER 9
Teachers and
Creativity
Kristen N. Lamb
Key Take-Aways
¥¥ Teachers view creativity more favorably than conventional wisdom
and past research suggest, and have likely evolved over time (in line
with societal values and priorities).
¥¥ Teachers can reshape the classroom environment into one that sup-
ports and encourages creativity.
¥¥ A “creativity gap” persists between the values and priorities of educa-
tional practice and the present-day workforce.
¥¥ Prioritizing creativity in teacher preparation programs and profes-
sional development remains a promising avenue for change.
¥¥ Adopting language that prioritizes creativity in educational policy and
standards is necessary to align with the values and priorities of today’s
society.
use caution regarding creativity characteristics and traits as not all will apply
to all creative individuals (Plucker et al., 2004), traits and characteristics of
creativity have been the focus of many studies (e.g., Aljughaiman & Mowrer-
Reynolds, 2005; Dawson et al., 1999; Domino, 1970; MacKinnon, 1963;
Proctor & Burnett, 2004; Rubenstein et al., 2018). Many of these studies
have considered characteristics and traits in the context of teachers’ beliefs and
perceptions of creativity in the classroom (Bereczki & Kárpáti, 2018; Chan &
Chan, 1999; Gralewski, 2018; Kettler et al., 2018b; Mullet et al., 2016; Paek
et al., 2019; Scott, 1999; Westby & Dawson, 1995). Te results of these stud-
ies generally agree that: (a) teachers see the value and beneft of creativity, (b)
teachers generally identify positive attributes conducive to classroom environ-
ments as creative characteristics (e.g., independent thinker, cheerful, leader,
curious, artistic), (c) teachers perceive creativity diferently than researchers
do, and (d) inaccurate conceptions of creativity can misguide teachers’ beliefs
and classroom practices (Mullet et al., 2016).
Overall, teachers hold positive views of creativity and believe creativity
can be developed and enhanced (Bereczki & Kárpáti, 2018; Cropley et al.,
2019), at least to a point (Mullet et al., 2016). For instance, teachers generally
believe that all students can be creative (Aljughaiman & Mowrer-Reynolds,
2005; Bereczki & Kárpáti, 2018), yet there is a lingering belief that some
are born creative (Bereczki & Kárpáti, 2018). Teachers may also believe that
some students have an innate ability to be more creative than others, which
indicates the lingering existence of stubborn creativity myths (see Plucker
et al., 2004 for more on creativity myths). As a result, teachers may not believe
creativity can be taught or developed to the same degree as in those indi-
viduals who are innately creative (Mullet et al., 2016). Research also indicates
that many teachers still view creativity as “synonymous with the arts” (Mullet
et al., 2016, p. 24) or believe some subject areas are more creative than oth-
ers (Bereczki & Kárpáti, 2018). For example, science and math teachers may
be more likely to hold an arts bias than humanities teachers or those who
teach primary grade levels (Patston et al., 2018). However, in the same study,
Patston and colleagues found that teachers who saw themselves as more crea-
tive were less likely to have an arts bias. Likewise, Cropley et al. (2019) exam-
ined teacher beliefs and creativity through a framework that tailored survey
language to the education feld. Results indicated that teacher participants
in this study did not believe that creativity was synonymous “only with art,
music, or other related activities,” and in general presented “more open, dif-
ferentiated, and nuanced views of creativity in education” (p. 10). Te fndings
of this study in particular imply that teachers’ implicit beliefs may not be as
inaccurate as we once thought. Tese studies collectively indicate a few impor-
tant take-aways: (a) teachers view creativity more favorably than indicated by
Teachers and Creativity 221
earlier/past research, (b) teachers’ views of creativity have likely evolved over
time (with societal values/priorities), (c) research illustrates just how nuanced
teachers’ beliefs about creativity are, and (d) more research is needed to assess
whether (or the level to which) teachers’ beliefs may still be impacted by lin-
gering, prevalent creativity myths.
Lack of Training
Creativity is malleable and accessible to all, regardless of the domain
or expertise area (Byrge & Tang, 2015; Lamb, 2020a, b; Ritter & Mostert,
2016), and there is substantial support for the development and enhancement
of creativity through creativity training during professional development and
Teachers and Creativity 223
teacher preparation programs (Mullet et al., 2016; Puccio et al., 2018; Scott
et al., 2004). For instance, participation in creativity training has shown to
increase creative self-efcacy, creative outcomes (Byrge & Tang, 2015), crea-
tive ideation (fuency and fexibility; Ritter et al., 2020), and creative solutions
(Puccio et al., 2018). Additionally, participation in creativity training can
align teachers’ conceptions of creativity with researchers’ conceptions (Mullet
et al., 2016), thus improving teachers’ abilities to identify and develop creativ-
ity. In short, creativity training is an avenue worth pursuing.
Many teachers report feeling unprepared to develop creativity in their
students, and have related inadequate preparation to their pre-service time in
university preparation programs (Aljughaiman & Mowrer-Reynolds, 2005;
Mullet et al., 2016). Researchers have consistently pointed to teacher prepara-
tion programs as a promising mechanism for change (Beghetto & Plucker,
2006; Cropley et al., 2019; Makel, 2009; Mullet et al., 2016; Rubenstein et al.,
2018; Snyder et al., 2020). Yet creativity is rarely included as a required course
in teacher preparation programs (Makel, 2009), if it is even ofered at all. Still,
much of the push for creativity in education is centered around the workforce
and preparing students for an unknown future, while less emphasis is given to
the preparation teachers receive in higher education programs and training. If
we prioritize preparing students for an unknown future, then shouldn’t teach-
ers be prepared for the same unknowns?
Kettler, T., Lamb, K. N., & Mullet, D. R. (2018). Developing creativity in the
classroom: Learning and innovation for 21st century schools. Prufrock Press.
Sawyer, K. (2019). Te creative classroom: Innovative teaching for 21st century
learners. Teachers College Press.
References
Abdulla, A. M., & Cramond, B. (2017). After six decades of systematic study
of creativity: What do teachers need to know about what it is and how it
is measured? Roeper Review, 39, 9–23. https://doi.org/10.1080/02783193
.2016.1247398
Aljughaiman, A., & Mowrer-Reynolds, E. (2005). Teachers’ conceptions of
creativity and creative students. Te Journal of Creative Behavior, 39(1),
17–34.
Amabile, T. M. (1983). Te social psychology of creativity: A componential
conceptualization. Journal of Personality and Social Psychology, 45, 357–376.
https://doi.org/10.1037/0022-3514.45.2.357
Beghetto, R. A. (2009). In search of the unexpected: Finding creativity in the
micromoments of the classroom. Psychology of Aesthetics, Creativity, and the
Arts, 3(1), 2–5. https://doi.org/10.1037/a0014831
Beghetto, R. A. (2010). Creativity in the classroom. In J. C. Kaufman & R.
J. Sternberg (Eds.), Te Cambridge handbook of creativity (pp. 447–461).
Cambridge University Press.
Beghetto, R. A. (2013). Killing ideas softly? Te promise and perils of creativity in
the classroom. Information Age.
Beghetto, R. A., & Plucker, J. A. (2006). Te relationship among schooling,
learning, and creativity. In J. C. Kaufman & J. Baer (Eds.), Creativity
and reason in cognitive development (pp. 316–332). Cambridge University
Press.
Bereczki, E. O., & Kárpáti, A. (2018). Teachers’ beliefs about creativity and its
nurture: A systematic review of the recent research literature. Educational
Research Review, 23, 25–56.
Bernhardt, V. L. (2017). Measuring what we do in schools: How to know if
what we are doing is making a diference. Association for Supervision and
Curriculum Development.
Byrge, C., & Tang, C. (2015). Embodies creativity training: Efects on creative
self-efcacy and creative production. Tinking Skills and Creativity, 16,
51–61. https://doi.org/10.1016/j.tsc.2015.01.002
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Employers’ perspectives on the basic knowledge and applied skills of new entrants
226 Creativity and Innovation
Creativity Assessment
Meihua Qian, Jonathan A. Plucker, and Qianyi Gao
Key Take-Aways
¥¥ Creativity can be assessed from four diferent perspectives – creative
product, process, person, and environment.
¥¥ Popular methods of assessing creative products in education, psychol-
ogy, and business range from rater-based techniques to self-reported
measures.
¥¥ Regarding creative process, the Remote Associates Test has been
used to test individuals’ ability to build remote connections among
seemingly unrelated items, and divergent thinking tests such as the
Torrance Tests of Creative Tinking have been widely employed to
examine individuals’ divergent thinking ability.
¥¥ A number of creativity instruments concerning individual characteris-
tics of creators have been developed.
¥¥ Both home and work environment infuence creativity. Existing meas-
ures of creative work environment include KEYS to Creativity and
Innovation and the Creative Environment Perceptions scale.
1 Packback no longer provides textbook rental services and has now become a popular AI-powered
online discussion platform that supports student discussion.
Creativity Assessment 231
Table HT9.1
A criterion in Kettler and Bower (2017)’s writing rubric
Creativity and Innovation
3 2 1 0
Originality A response that is very A response that is somewhat A response that is mostly A response that is plain,
different from other students; different from other students; ordinary and predictable ordinary, and predictable;
characterized as quite novel, characterized as moderately compared to other students; similar to many other
innovative, or original yet novel, innovative, or original yet shows a hint of originality and students; clearly lacks
successful at communicating successful at communicating novelty while successfully originality and novelty; fails to
according to the prompt; very according to the prompt; communicating according to the communicate according to
imaginative. somewhat imaginative prompt the prompt
Creativity Assessment 233
Wrote and completed a novel. Never 1–2 times 3–4 times More than 5 times
Designed and made a piece of clothing. Never 1–2 times 3–4 times More than 5 times
Cooked an original dish. Never 1–2 times 3–4 times More than 5 times
Painted an original picture. Never 1–2 times 3–4 times More than 5 times
Performed dance in a show or contest. Never 1–2 times 3–4 times More than 5 times
Music
__0. I have no training or recognized talent in this area (Skip to next
section).
__1. I play one or more musical instruments profciently.
__2. I have played with a recognized orchestra or band.
__3. I have composed an original piece of music.
__4. My musical talent has been critiqued in a local publication.
__5. My composition has been recorded.
__6. Recordings of my composition have been sold publicly.
*__7. My compositions have been critiqued in a national publication.
234 Creativity and Innovation
Participants need to put a check mark beside each sentence that applies
to them. For the sentence with an asterisk (*), they need to write the number
of times that sentence applies to them. Scoring of the CAQ is straightfor-
ward: a person will receive a score of zero if he/she checks the frst sentence.
Otherwise, the participant will receive the total number of points represented
by the question numbers. For example, a person receives a domain (i.e., music)
score of 1+2+3+4+5+6+(2)*7 = 35 by endorsing items 1–7 and indicating that
his or her compositions have been critiqued in a national publication twice.
One concern regarding creative behavior checklists is that they are created
from domain-specifc perspectives, but empirical studies have supported the
domain generality nature of these assessments (Plucker, 1998; Qian, 2014).
Specifcally, as far as everyday creativity (i.e., those creative actions non-
experts may participate in each day) is concerned, research fndings have sug-
gested that an individual can be creative in multiple domains, although there
is still no consensus as to what constitutes a domain and how many domains
there are (Feist, 2005; Plucker, 1998; Plucker & Beghetto, 2004; Qian, 2014).
Process
Csikszentmihalyi (1999) pointed out that “If creativity is to have a useful
meaning, it must refer to a process that results in an idea or product that is rec-
ognized and adopted by others” (p. 314). Hence, creative process and creative
products are equally important. Creativity researchers have used a few tests to
gain insights into creative process. For example, the Remote Associates Test
is used to examine participants’ ability to fnd similarities among seemingly
disparate words (e.g., Kaufman et al., 2008). Here are a few sample items:
Person
Since creativity involves interaction among aptitude, process, and envi-
ronment, it can be measured from other perspectives, too. Studies of crea-
tive people often emphasize individual characteristics of the creator, including
personality, motivation, intelligence, or knowledge (Sternberg & Lubart,
1995). Many creativity assessments concerning individual characteristics of
creators have been developed. Among them, the Creative Personality Scale
(CPS; Gough, 1979), which measures people’s creative personality profle, is
well known and has been very widely used (e.g., Hocevar & Bachelor, 1989;
Oldham & Cummings, 1996). Te CPS consists of 18 positive (see sample
236 Creativity and Innovation
items 1–4) and 12 negative items (see sample items 5–8). Positive items rep-
resent creative personality traits, while negative items refer to non-creative
personality traits. Te test taker receives one point for endorsing a positive
item and loses one point for checking a negative item. A higher score suggests
higher creativity.
1. ______ Insightful
2. ______ Original
3. ______ Confdent
4. ______ Humorous
5. ______ Conservative
6. ______ Narrow interests
7. ______ Submissive
8. ______ Commonplace
Environment
Researchers have found that both home and work environment have a sig-
nifcant impact on creativity. Amabile and Gryskiewicz (1989) identifed eight
aspects of work environment that could stimulate creativity, including sufcient
freedom, challenging tasks, appropriate resources, and so on. On the other hand,
factors like time pressure, frequent evaluation and excessive organizational poli-
tics will harm creativity. With respect to the infuence of home environment on
creativity, studies have shown that the frst-born child is more likely to acquire
power and privilege, and later-born children are more likely to be open-minded,
which is a key creative personality characteristic (e.g., Amabile, 2018). Famous
Creativity Assessment 237
creators are also more likely to experience other kinds of life events, such as
mental illness and parent loss before age ten (e.g., Sawyer, 2011).
As described earlier, Gandham and Shannon successfully founded
Packpack in the US in 2012, but they could never do it in China because col-
lege students in China pay for their textbooks, but they do not buy them. Te
university decides which books to buy and how much students have to pay at
the beginning of each semester. Hence, creativity only fourishes within a sup-
portive social environment.
A few tools have been created by researchers to measure creative work
environment. Amabile et al. (1996) developed KEYS to Creativity and
Innovation, a 78-item survey to assess the climate for creativity in an organi-
zation. It consists of ten subscales, and targets many dimensions of the work
environment, such as the management practices, resources, pressure, freedom,
and productivity. Several sample items are:
1. I have the freedom to decide how I am going to carry out my projects.
2. I feel little pressure to meet someone else’s specifcations in how I do
my work.
3. I have the freedom to decide what project(s) I am going to do.
4. In my daily work environment, I feel a sense of control over my own
work and my own ideas.
Participants are asked to evaluate their work environment based on a fve-
point Likert Scale (5 = very high, 1 = very low).
Another similar measure is the Creative Environment Perceptions scale
(Mayfeld & Mayfeld, 2010), which has nine items and can be used to measure
three aspects of an organization’s creative environment (i.e., creativity support,
creativity blocks, and work characteristics). However, since the instrument is
so brief, more solid evidence is needed to support its validity.
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Creativity Assessment 239
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240 Creativity and Innovation
Key Take-Aways
¥¥ Te fear of failure is one of the biggest obstacles in moving forward
with creative work.
¥¥ People need to be supported in anticipating and working through
creative failures.
¥¥ Failures open up broad horizons of creative possibility by indicating
that additional thought and action are needed to move forward.
¥¥ Although creativity is risky, it can be viewed as a beautiful risk because
even if our eforts do not work out, we can still learn from them as we
strive to make a creative contribution.
Almost everyone has a fear of failure, and for good reason. Failure can be
quite painful, and even seemingly devastating (Beghetto, 2019; Berns, 2010;
von Tienen et al., 2017). Indeed, when we are in the midst of failure, moti-
vational mottos such as “Learn from your mistakes,” “Get more grit,” and
“Have a growth mindset” feel like hollow slogans that can leave us feeling
further away than ever from our creative aspirations. It is therefore not sur-
prising that when people experience a painful failure or setback, particularly
if it is in front of others, it can impede our creative identity development and
prevent us from pursuing our creative aspirations (Beghetto, 2014; Beghetto
& Dilley, 2016). Fearing, preventing, and avoiding failure therefore all seem
to be rational choices and options.
Te fear of failure is one of the biggest obstacles in moving forward with
creative work (Berns, 2010), resulting in some people being willing to let go
of the possibility of creative outcomes if it means that they can avoid experi-
encing the imagined and real negative reactions that they believe will result
from that failure (von Tienen et al., 2017). If fear of failure is such an impedi-
ment to creative work, then why do we hear so much about the importance of
anticipating and embracing failure when it comes to developing our creative
identities and competence? How is it that creativity researchers (Manalo &
Kapur, 2018; von Tienen et al., 2017) can assert that failure is an expected
and critically important part of the creative process? Te purpose of this Hot
Topic is to explore this seemingly oxymoronic relationship between creativity
and failure.
action, however, is not always a beautiful or even good risk. Indeed, there are
times when creative actions can be bad risks and result in negative and harm-
ful outcomes (Cropley et al., 2010). Conversely, failing to take risks when it is
benefcial to do so is also problematic. Consequently, when we determine that
the potential benefts to ourselves and others outweigh the potential hazards,
taking creative action is not only warranted, it can also be a responsibility.
Risk-taking in the form of taking creative action represents a key step between
creative potential and creative outcomes. Indeed, if we have the potential to
think and act in new ways and have confdence in our ability to do so, but are
unwilling to take the appropriate creative risk, then the realization of the crea-
tive potential will be deferred (Beghetto et al., 2020).
time. More specifcally, in the case of creativity, failure opens up broad horizons
of possibility (Glǎveanu, 2021) by indicating that additional thought, action,
and emotional regulation are needed to move forward. Failures, when viewed
in this light, represent an important source of information that can actually
support creative endeavors. Scholars in design-based felds have long recog-
nized the informative potential of failures (Brown & Katz, 2009). Indeed, the
concepts of prototypes and prototyping have a basis in the realization that small
tests of ideas and objects, including “failed prototypes,” represent a willingness
to see such setbacks as not yet arriving at the desired outcome, therefore “crea-
tive work needs to continue” (Von Teinen et al., 2017, p. 2).
In this way, failures represent informative points along the full trajectory
of creative work. Indeed, failure represents an expected part of creative work
and a sign that additional work is necessary. Failures are therefore windows
of opportunity to engage in further learning (Kapur, 2016) and take creative
work in new directions. Figure HT10.1 provides a visual representation of the
process.
As illustrated in Figure HT10.1, failure is part of a broader circuit of crea-
tive work. Any time we are presented with an opportunity to think and act in
new ways, it represents what has been called a creative opening (Beghetto, 2017).
Creative openings refer to encounters with uncertainty (planned or unplanned)
that can lead to creative outcomes. Planned encounters with uncertainty can
include everything from a group of students developing a large-scale project
aimed at creatively solving a complex challenge facing people in their broader
community to an artist approaching a blank canvas. An unplanned encounter
with uncertainty can be anything from a student sharing an unexpected and
potentially creative way of solving a math problem to experiencing a painful
setback in pursuing one’s creative aspirations.
When educators work with young people to develop and share narratives
of favorite failures at the outset of creative work, they can help prepare them-
selves and others for reconceptualizing failure as a creative learning opportu-
nity. Such eforts have the goal of helping to both anticipate and productively
work through creative failures on the way to new and more promising creative
outcomes (Manalo & Kapur, 2018; von Tienen et al., 2017).
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248 Creativity and Innovation
Key Take-Aways
¥¥ Change – climate, economic, demographic, social – creates new
problems.
¥¥ Creativity is about fnding new solutions to those new problems.
¥¥ Creative solutions – or products – can take many forms (e.g., artifacts
or services).
¥¥ Product creativity can be measured, and what can be measured can be
improved.
¥¥ Products give creativity its purpose.
What Is Creativity?
In the discussion so far, I’ve avoided giving you a single, clear defnition of
creativity. I suggested that it results from the interaction of person, process, and
Why Are We Creative? 251
press (or place), and results in a product, but that still hasn’t really pinned down
the details. Te risk of talking about creativity without a clear defnition is that
we drift into some common misconceptions, like the idea that creativity is syn-
onymous only with artistic pursuits, or that creativity is some mystical quality
– a gift from the Gods – that some people are lucky enough to be born with.
Dispelling these myths is especially important in a discussion about products,
because creative products play such a ubiquitous and important role across so
many areas of modern life. I’ll give you two defnitions of creativity that say the
same thing, but in diferent ways – one is more formal, one is more colloquial.
Te frst, formal, defnition of creativity (and one that is now widely
accepted in the feld) neatly captures the systems nature of interacting elements
– the person, process, press, and product – and was spelled out by Plucker et al.
(2004). It says that creativity is “the interaction among aptitude [i.e., person],
process and environment [i.e., press] by which an individual or group produces a
perceptible product that is both novel and useful as defned within a social context”
(Plucker et al., 2004, p. 90). Tis defnition highlights one element we have
not yet mentioned, but that is critical to the discussion of creative products.
Te authors note that products, in a discussion of creativity, must be both
novel and useful. I said earlier that we aren’t creative simply for the sake of
being creative, and these qualities of a creative product – novelty and useful-
ness – help to explain why. If creativity was simply dreaming up crazy ideas
or scribbling on a notepad, then creativity might be an end in itself. But it
isn’t! Creativity is about solving problems and satisfying needs by developing
novel and useful solutions: in other words, creativity is all about the attitudes
and dispositions, the processes, and the environmental factors that help us
to generate new and useful products – whether those products are pieces of
music that satisfy an aesthetic need or new electronic components that enable
engineers to build new kinds of computers. Te second, simple, defnition of
creativity is therefore that creativity is concerned with the generation of efective
novelty (Cropley & Cropley, 2012). Tis is very similar to what is called the
standard defnition of creativity (Runco & Jaeger, 2012).
Creative – that is, novel and useful – products occur in every domain, from
art and music to science and engineering, and I gave some examples in the
introduction. Tey don’t have to be physical objects, but they do have to solve
a problem or meet some sort of need (otherwise they wouldn’t be useful), and
they must be new (which you may also see referred to as original or surprising).
I classify products as one of the following four options:
¥¥ Artifacts: Tese are tangible objects – things you can touch – and
So you can see that a painting, for example, is a tangible artifact, and if it
is novel and useful, then it can be regarded as a creative product, just the same
as a toothbrush or a steam engine. Tese defnitions of products are not lim-
ited by the domain of interest – art or engineering – because they focus on the
same underpinning qualities of the product: novelty and usefulness. It’s true
that we might argue over exactly what makes something new and/or useful
in a particular domain, but the underlying indicators are the same. Terefore,
when we discuss creative products, in any domain, we are talking about novel
and useful artifacts, processes, systems, and/or services.
1 Te World Economic Forum has a number of highly relevant reports about the “skills,” including cre-
ativity, that will be vital for employment in the future. See: www.weforum.org/projects/future-of-work
Why Are We Creative? 253
and where people work, and the technologies they use to support their
work.
¥¥ Demographic change: Tis includes people migrating away from
cesses or human intervention, there seems little doubt that the Earth’s
climate is changing, leading to more frequent extreme weather events
like droughts and hurricanes.
¥¥ Economic change: Te global fnancial crisis of 2008–2009 is hard to
Tese changes are critical because they are the sources of problems. How
we react to those problems – in broad terms, the solutions (i.e., the products) we
develop – reveals the importance of creativity.
Every change of the types mentioned above results not just in a problem
that needs to be solved, but a new problem. Even where a change resembles
a previous change – for example, we might look at the fnancial impact of
COVID-19 in 2020–2021 as something similar to the crash of 1929 – it is
always unique in some respect. Te particular set of conditions surrounding
the outbreak of COVID-19 in China late in 2019, and its subsequent spread
across the globe, is not the same as the set of conditions that surrounded the
Spanish Flu pandemic of 1918–1920. Diferent populations were involved,
with diferent preexisting characteristics. For this reason, the problems aris-
ing from change can never be solved simply be reapplying an old solution. Of
254 Creativity and Innovation
course, there may be elements of an old solution that are relevant to the new
problem situation, but each new problem will always have characteristics that
are unique, unprecedented, and that therefore require … new solutions. An
obvious example of this is the need for a new vaccine! Tis is why creativity
is a vital, necessary component of products. Products – in the sense of arti-
facts, services, systems, and processes – represent society’s reaction to change.
Products are solutions to problems. If we hope to solve the constant stream
of new problems that arise from change, then the products we create must
be new – in other words, novel – as well as useful, otherwise they will fail to
solve the problems we face. Novel and useful mean that these solutions must
therefore be creative.
Tere are, of course, situations – old problems – for which old solutions are
perfectly adequate. Tese solutions must still be useful, but they do not require
the novelty that is inherent in creative products. Tese tried-and-tested solu-
tions fulfll an important role in society, and it is important to acknowledge
that not everything has to be creative. However, for a great many problems
– in particular, those stimulated by change – creativity ofers the only viable
pathway to tackling the problem. Te solution to lowering emissions of green-
house gases is not, for example, to build more coal-fred power stations! Trying
to solve a new problem with an old solution is like trying to open a locked door
with the wrong key (or trying to cure COVID-19 with a Spanish Flu vaccine).
No matter how many times you try, that door isn’t going to open!
Before I move on to discuss more about what it takes to generate the efec-
tive novelty that is a creative product, I want to return briefy to a question I
posed at the start of this section – Why would a manufacturer of paperclips be
interested in making her product more creative? It’s tempting to think of this as an
example of an old solution solving an old problem and doing a serviceable job
of meeting a need. Why would creativity be important in this example? Surely
all that matters is that the paperclip does its job – is useful – and novelty isn’t
important? Surely the design of the basic paperclip was perfected decades ago?
If I was to tell you that, even as recently as the 1990s, new paperclip patents
were being fled in the US, you might begin to get a sense that there was still
some room for novelty, even in the design of something as apparently simple
as the humble paperclip.
Remember that it is change that drives creativity in products. Te paper-
clip illustrates the fact that change can stimulate the need for wholly new solu-
tions – a kind of paradigm-breaking change – but it can also stimulate the
need for incrementally new solutions: in other words, making existing solutions
better, faster, or cheaper. What might cause that sort of change? Competition!
Our paperclip manufacturer may have been in the business for years, when
suddenly a new player enters the market – one that makes existing paperclips a
Why Are We Creative? 255
little cheaper than everyone else. Tis changed marketplace provides a stimu-
lus to fnd ways to respond to that competition: Can we fnd a way to make
our paperclips 10 percent cheaper? Or can we improve our paperclip design,
making it more efective (e.g., stop it slipping of the paper), so that people will
still buy it even though there are cheaper alternatives? In both cases, novelty
is required – new manufacturing methods, or new materials, or new ways to
carry out the function of clipping paper – and this means that product creativ-
ity still plays a central role in how we respond to change.2
2 In fact, there are at least six things about paperclips that are still open to improvement, and therefore
creativity. Paperclips only go on one way, and sometimes have to be turned around before they can be
used. Tey have to be spread apart a little in order to slide them onto papers. Tey can get snagged on
things and fall of. Tey can tear the paper they are holding. Tey twist or fall of if the stack of paper
is too large. Tey bulk up the papers they are holding, taking up additional space. Each of these is an
opportunity for creativity in paperclip design.
256 Creativity and Innovation
3 Note that a more formal discussion of this issue concerns the validity of measuring instruments, and
spans content validity, criterion-related validity, and construct validity.
258 Creativity and Innovation
experts – for example, art teachers – are able to form good judgments of the
creativity of artistic products.
One weakness of the CAT, however, is the very fact that it relies on the
judgments of experts. Imagine if, every time you wanted to know the tempera-
ture outside, you had to ring a meteorologist to fnd out! Tis very fact makes
these assessments harder to access, and may make them harder to explain.
Although this may not be important in some situations – think of a competi-
tion in which “no further correspondence will be entered into” – it will be an
issue in one very important and common context where creativity is desired –
education. Part of the purpose in assessing product creativity is that it enables
us to refect on it, improve it, and do more of the things that enhance it. If
we can’t explain why something is creative, in addition to simply saying how
much creativity it has, then it is difcult to use measures of product creativity
to educate and make decisions.
Imagine a teacher who is encouraging her class to come up with crea-
tive ideas for an essay. Each child gives her a draft of his or her essay so
that she can give them some feedback. If all she did was to say, “No, this
isn’t creative” or “Yes, this is creative,” then there would be little for the
child to learn and nothing he or she could do to change his or her creativ-
ity. Even giving feedback that the essay “lacks novelty” or is “very efective,
but not very original” probably isn’t enough to drive specifc changes and
actions that develop the student’s creativity. What the teacher needs is a
rating scale that not only addresses the indicators we know are important
– novelty, usefulness, and probably elegance and genesis – but also allows
the teacher to rate these in such a way that the student can see the degree
of novelty, or the degree of usefulness, and not just a binary, all-or-nothing
indication of these qualities.
Rating scales for product creativity have a solid foundation in creativity
research, starting with Taylor’s (1975) Creative Product Inventory, and include
more recent examples like the Creative Solution Diagnosis Scale (CSDS)
developed by Cropley et al. (2011). You can fnd a number of examples of the
CSDS applied to inventions across history, by both male and female inven-
tors, in Cropley (2019, 2020). Tese rating scales, and others, share a common
foundation around novelty and usefulness, and incorporate other criteria, in
varying levels of detail. All of them move the assessment of product creativ-
ity away from a reliance on the more subjective judgments of experts to a
more accessible, objective, and traceable quantifcation of specifc indicators of
product creativity. Not only that, but the detail and objectivity serve as a tool
for explaining not only how much creativity a product has, but also why it is
creative. Indeed, the CSDS has been developed into a classroom assessment
tool (see Cropley & Cropley, 2016).
260 Creativity and Innovation
problems arising from change. Tat will continue to be the business of creative
humans for a long time to come.
Concluding Thoughts
To close, I would like to leave you with some questions that are based
on the material covered in this chapter. Creativity sometimes sufers from
the fact that a number of common myths are repeated without question: for
example, there is the myth that creativity is ill-defned and poorly understood.
Te more you think about these questions, challenge them, and look for solid
answers, the more the myths are debunked, and that’s how knowledge devel-
ops and expands.
I said that we aren’t creative simply for the sake of being creative, but is
that right? Why can’t creativity be just fantasy? Most defnitions of creativity
seem to accept that usefulness is a key, but does usefulness mean only “solv-
ing a problem”? I like to think of products as one of four things: artifacts,
processes, systems, or services. Where does something like a piece of music
ft into that scheme? Creativity is important because it helps us to generate
new solutions to the new problems that arise from change. What happens
when an old solution is applied to a new problem? Te process of developing
a creative product consists of more than one step. Is it sufcient to think of
a step of idea generation, followed by a step of idea evaluation, or are there
more steps surrounding these? Tere are a number of ways that have been
devised to measure product creativity. But who, or what, decides on the
ground truth? What do we compare these against to know if we are measur-
ing the true value of the creativity of the product? Finally, systems models of
creativity are based on the idea that a number of interacting elements com-
bine to deliver something the individual elements cannot deliver on their
own. Is this valid for creativity? If we take away one of the 4P’s, can we still
speak of creativity?
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264 Creativity and Innovation
Makerspaces
Supporting Creativity and
Innovation by Design
Kylie Peppler
Key Take-Aways
¥¥ Makerspaces are sites for experimentation around ideas at the inter-
section of creative production and next-generation tools.
¥¥ Te physical design of makerspaces encourages creativity by embrac-
ing key principles of mobility, diversity, and openness.
¥¥ Tinkering, a central practice cultivated in makerspaces, helps makers
to better adapt to the needs of the 21st century by prizing creativity
over optimization in the iterative design process.
¥¥ Making is a unique confuence of high- and low-tech tools and mate-
rials, resulting in new domains of creativity ripe for future study.
¥¥ Maker culture contains several examples of toolkits developed to
expand creative maker possibilities, and of makerspaces used to create
new economies of products and ideas.
Conclusion
Te introduction of makerspaces into schools and community settings
a decade ago produced a number of promises about the future of creativity,
innovation, and entrepreneurship. Makerspaces themselves serve as a model
for the design of both creative spaces and creative communities with natural
ties to innovation and entrepreneurship through their dedication to tinkering,
making, sharing, and iterating upon creative products. Te emphasis on hav-
ing access to a wide array of physical tools and materials and a communal space
for design seems to be a key driver of creativity in these spaces. Furthermore,
these spaces move away from planned activities with specifc design goals
toward more open tinkering, experimentation with materials, that hints at
new design processes that can be embraced to promote creativity in other set-
tings as well. Researchers interested in creativity also have a dizzying array
of new creative domains and stances toward entrepreneurship to explore in
these settings. In sum, makerspaces serve as excellent incubators for teaching
and learning. Along the way, they provide us with opportunities to form new
272 Creativity and Innovation
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Makerspaces 273
Creative Articulation
Jonathan A. Plucker
Key Take-Aways
¥¥ Creative articulation attempts to describe how creators select potential
audiences for their creative work and use communication and persua-
sion to maximize the value of their creative work in the eyes of those
audiences.
¥¥ Creative articulation can and should be taught in a variety of educa-
tional settings.
¥¥ Most strategies for fostering articulation are straightforward and can
be incorporated into many existing programs and units.