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The Effect of a Computer Simulation Activity versus a Hands-on Activity on Product Creativity in Technology Education
Kurt Y. Michael
Computer use in the classroom has become a popular method of instruction for many technology educators. This may be due to the fact that software programs have advanced beyond the early days of drill and practice instruction. With the introduction of the graphical user interface, increased processing speed, and affordability, computer use in education has finally come of age. Software designers are now able to design multidimensional educational programs that include high quality graphics, stereo sound, and real time interaction (Bilan, 1992). One area of noticeable improvement is computer simulations.
Computer simulations are software programs that either replicate or mimic real world phenomena. If implemented correctly, computer simulations can help students learn about technological events and processes that may otherwise be unattainable due to cost, feasibility, or safety. Studies have shown that computer simulators can:
- Be equally as effective as real life, hands-on laboratory experiences in teaching students scientific concepts (Choi and Gennaro, 1987).
- Enhance the learning achievement levels of students (Betz, 1996).
- Enhance the problem solving skills of students (Gokhale, 1996).
- Foster peer interaction (Bilan, 1992).
The educational benefits of computer simulations for learning are promising. Some researchers even suspect that computer simulations may enhance creativity (e.g., Betz, 1996; Gokhale, 1996; Harkow, 1996), however, after an extensive review of literature, no empirical research has been found to support this claim. For this reason, the following study was conducted to compare the effect of a computer simulation activity versus a traditional hands-on activity on students' product creativity.
Background
Product Creativity in Technology Education
Historically, technology educators have chosen the creation of products or projects as a means to teach technological concepts (Knoll, 1997). Olson (1973), in describing the important role projects play in the industrial arts/technology classroom, remarked, "The project represents human creative achievement with materials and ideas and results in an experience of self-fulfillment" (p. 21). Lewis (1999) reiterated this belief by stating, "Technology is in essence a manifestation of human creativity. Thus, an important way in which students can come to understand it would be by engaging in acts of technological creation" (p. 46). The result of technological creation is the creative product.
The creative product embodies the very essence of technology. The American Association for the Advancement of Science (Johnson, 1989) stated, "Technology is best described as a process, but is most commonly known by its products and their effects on society" (p. 1). A product can be described as a physical object, article, patent, theoretical system, an equation, or new technique (Brogden & Sprecher, 1964). A creative product is one that possesses some degree of unusualness (originality) and usefulness (Moss, 1966). When given the opportunity for self-expression, a student's project becomes nothing less than a creative product.
The creative product can be viewed as a physical representation of a person's "true" creative ability encapsulating both the creative person and process (Besemer & O'Quin; 1993). By examining the literature related to the creative person and process, technology educators may gain a deeper understanding of the creative product itself.
The Creative Person
Inventors such as Edison and Ford have been recognized as being highly creative. Why some people reach a level of creative genius while others do not is still unknown. However, Maslow (1962), after studying several of his subjects, determined that all people are creative, not in the sense of creating great works, but rather, creative in a universal sense that attributes a portion of creative talent to every person. In trying to understand and predict a person's creative ability, two factors have often been considered: intelligence and personality.
Intelligence
A frequently asked question among educators is "What is the relationship between creativity and intelligence?" Research has shown that there is no direct correlation between creativity and intelligence quotient (I.Q.) (Edmunds, 1990; Hayes, 1990; Moss, 1966; Torrance, 1963). Edmunds (1990) conducted a study to determine whether there was a relationship between creativity and I.Q. Two hundred and eighty-one randomly selected students, grades eight to eleven, from three different schools in New Brunswick, Canada participated. The instruments used to collect data were the Torrance Test of Creative Thinking and the Otis-Lennon School Ability Test, used to test intellectual ability. Based on a Pearson product moment analysis, results showed that I.Q. scores did not significantly correlate with creativity scores. The findings were consistent with the literature dealing with creativity and intelligence.
On a practical level, findings similar to the one above may explain why I.Q. measures have proven to be unsuccessful in predicting creative performance. Hayes (1990) pointed out that creative performance may be better predicted by isolating and investigating personality traits.
Personality Traits
Researchers have shown that there are certain personality traits associated with creative people (e.g., DeVore, Horton, and Lawson, 1989; Hayes, 1990; Runco, Nemiro, & Walberg, 1998; Stein, 1974). Runco, Nemiro, and Walberg (1998) identified and conducted a survey investigating personality traits associated with the creative person. The survey was mailed to 400 individuals who had submitted papers and/or published articles related to creativity. The researchers asked participants to rate, in order of importance, various traits that they believed affected creative achievement. The survey contained 16 creative achievement clusters consisting of 141 items. One hundred and forty-three surveys were returned reflecting a response of 35.8%. Results demonstrated that intrinsic motivation, problem finding, and questioning skills were considered the most important traits in predicting and identifying creative achievement. Though personality traits play an important part in understanding creative ability, an equally important area of creativity theory lies in the identification of the creative process itself.
The Creative Process
Creativity is a process (Hayes, 1990; Stein, 1974; Taylor, 1959; Torrance, 1963) that has been represented using various models. Wallas (1926) offered one of the earliest explanations of the creative process. His model consisted of four stages that are briefly described below:
- Preparation: This is the first stage in which an individual identifies then investigates a problem from many different angles.
- Incubation: At this stage the individual stops all conscious work related to the problem.
- Illumination: This stage is characterized by a sudden or immediate solution to the problem.
- Verification: This is the last stage at which time the solution is tested.
Wallas' model has served as a foundation upon which other models have been built. Some researchers have added the communication stage to the creative process (e.g. Stein, 1974; Taylor, 1959; Torrance, 1966). The communication stage is the final stage of the creative process. At this stage, the new idea confined to one's mind is transformed into a verbal or non-verbal product. The product is then shared within a social context in order that others may react to and possibly accept or reject it. A more comprehensive description of the creative process is captured within a definition offered by Torrance (1966).
Creativity is a process of becoming sensitive to problems, deficiencies, gaps in knowledge, missing elements, disharmonies, and so on; identifying the difficult; searching for solutions, making guesses or formulating hypotheses about the deficiencies, testing and re-testing these hypotheses and possibly modifying and re-testing them, and finally communicating the results. (p. 8)
Torrance's definition resembles what some have referred to as problem solving. For example, technology educators Savage and Sterry (1990), generalizing from the work of several scholars, identified six steps to the problem-solving process:
- Defining the problem: Analyzing, gathering information, and establishing limitations that will isolate and identify the need or opportunity.
- Developing alternative solutions: Using principles, ideation, and brainstorming to develop alternate ways to meet the opportunity or solve the problem.
- Selecting a solution: Selecting the most plausible solution by identifying, modifying, and/or combining ideas from the group of possible solutions.
- Implementing and evaluating the solution: Modeling, operating, and assessing the effectiveness of the selected solution.
- Redesigning the solution: Incorporating improvements into the design of the solution that address needs identified during the evaluation phase.
- Interpreting the solution: Synthesizing and communicating the characteristics and operating parameters of the solution. (p. 15)
By closely comparing Torrance's (1966) definition of creativity with that of Savage and Sterry's (1990) problem solving process, one can easily see similarities between the descriptions. Guilford (1976), a leading expert in the study of creativity, made a similar comparison between steps of the creative process offered by Wallas with those of the problem solving process proposed by the noted educational philosopher, John Dewey. In doing so, Guilford simply concluded that, "Problem-solving is creative; there is no other kind" (p. 98).
Hinton (1968) combined the creative process and problem solving process into what is now known as creative problem solving. He believed that creativity would be better understood if placed within a problem solving structure. Creative problem solving is a subset of problem- solving based on the assumption that not all problems require a creative solution. He surmised that when a problem is solved with a learned response, then no creativity has been expressed. However, when a simple problem is solved with an insightful response, then a small measure of creativity has been expressed, when a complex problem is solved with a novel solution, then genuine creativity has occurred.
Genuine creativity is the result of the creative process that manifests itself into a creative product. Understanding the creative process as well as the creative person may play an important role in realizing the true nature of the creative product. Though researchers have not reached a consensus as to what attributes make up the creative product (Besemer & Treffingger, 1981; Joram, Woodruff, Bryson, & Lindsay, 1992; Stein, 1974), identifying and evaluating the creative product has been a concern of some researchers. Notable, is the work of Moss (1966) and Duenk (1966).
Evaluating the Creative Product in Industrial Arts/Technology Education