创造力
收敛性思维
发散思维
判别效度
收敛有效性
心理学
考试(生物学)
一套
构造(python库)
游戏
任务(项目管理)
认知心理学
数学教育
社会心理学
计算机科学
创造性思维
人机交互
心理测量学
发展心理学
工程类
生态学
程序设计语言
系统工程
考古
历史
生物
内部一致性
作者
Janet Rafner,Qian Janice Wang,Miroslav Gadjacz,Thomas Badts,Brendan S. Baker,Carsten Bergenholtz,Michael Mose Biskjær,Thomas Bui,Andrea Carugati,Matthieu de Cibeins,Lior Noy,Seyedahmad Rahimi,Kristian Tylén,Blanka Zana,Roger E. Beaty,Jacob Sherson
标识
DOI:10.1080/10400419.2023.2198845
摘要
For decades, researchers have struggled with measurement problems related to the construct validity of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased scalability and improved ecological validity. This article presents CREA: a new, scalable, game-based assessment suite. CREA includes crea.tiles and crea.blender, non-verbal games featuring both divergent and convergent thinking modes, as well as crea.ideas – the Alternative Uses Task, a standard test of divergent thinking, and crea.logic – a test of abstract reasoning. The novel convergent and divergent thinking game modes are constructed within the same contextual environment and with theoretically motivated differences in game-prompts to understand and generalize from the emerging elicited behaviors. In this study, 408 participants completed the CREA suite and selected validation measures, representing the largest game-based validation study to date. Both convergent and discriminant validity is demonstrated for crea.tiles with respect to standard tests, with correlations ranging from r = .1–.4. Having CREA freely accessible, we aim to broaden the accessibility of creativity assessment to researchers, educators, and the general public and through this scaleup validate the rich creative behavioral patterns observed in this study.
科研通智能强力驱动
Strongly Powered by AbleSci AI