Document Type : Research Paper

Authors

1 Assistant professor, Department of Instructional Technology, Allameh Tabataba'i University, Tehran, Iran

2 Academic Member and Associate Professor, Faculty of Educational Sciences and Psychology, Allameh Tabataba'i University

3 Full Professor, Department of Assessment and Measurement, Allameh Tabataba'i University, Tehran, Iran

4 Associate, Department of Instructional Technology, Kharazmi University, Tehran, Iran

Abstract

Purpose: This paper aims to investigate the effect of puzzling computer games on the creativity of elementary school students. Method: In this research, a quasi-experimental design was a pre-test and post-test design with a control group, the statistical population was all elementary school boys in Islamshahr, one of these schools was selected. The sample consisted of 30 students from the 4th to 6th grade who were selected by a simple random sampling method and by randomized replacement was performed in the control and experimental group. The research tool was included five puzzle games selected from between more than 200 puzzle games. Also, the data collection tool was a visual test of Form B for Torrance's creativity, which included four subscales: fluidity, flexibility, originality, and expansion. The method of data collection was a survey and data analysis was done by independent t-test. Results: Data analysis showed that computer games had a positive effect on creativity and its dimensions, and the research hypotheses were confirmed at a significant level of 0.001. Conclusion: The results showed that computer game puzzles that have some specific features, such as problem-solving, focus on searching and discovering, and having a variety of solutions, can be effective in fostering creativity.

Keywords

References
Adachi, Paul JC, & Willoughby, Teena. (2013). "More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades" Journal of Youth and Adolescence. 42, 1041–1052.
Adams, Ernest, & Rollings, Andrew. (2006). "Fundamentals of game design". Prentice-Hall.
Chung, Tsui-shan. (2013). "Table-top role playing game and creativity", Thinking Skills and Creativity8, 56-71.
Connolly, Thomas, Boyle, Elizabeth, MacArthur, Ewan, Hainey, Thomas, & Boyle, James. (2012). "A systematic literature review of empirical evidence on computer games and serious games", Computer & Education. 59(2), 661-686.
Dyson, Scott Benjamin, Yu-Lin Chang, Hsueh-Chih Chen, Hsiang-Yu Hsiung, Chien-Chih Tseng, and Jen-Ho Chang. (2016). "The effect of tabletop role-playing games on the creative potential and emotional creativity of Taiwanese college students." Thinking Skills and Creativity, 19: 88-96.
Dziedziewicz, Dorota; Gajda, Aleksandra & Karwowski, Maciej. (2014). "Developing Children's Intercultural Competence and Creativity", Thinking Skills and Creativity. 1- 34.
Green, Garo & Kaufman, James. (2015). "Video Games and Creativity". Academic Press.
Green, Garo, & Kaufman, James C. (2015). "Video Games and Creativity". Academic Press.
Inchamnan, Wilawan, Wyeth, Peta, Johnson, Daniel, & Conroy, David. (2012). "A method for measuring the creative potential of computer games", In International Conference on Entertainment Computing (pp. 270-283). Springer, Berlin, Heidelberg.
Jackson, Linda A., Witt Edward A., Games, Witt., Fitzgerald, Hiram E., von Eye, Alexander., & Zhao, Yong. (2012). "Information technology use and creativity: Findings from the children and technology project". Computers in Human Behavior. 28(2), 370–376. doi:10.1016/j.chb.2011.10.006
Lester, James C., Nietfeld, Hiller A. Spires, John L.., Eleni, James Minogue, Bradford W., & -Lobene, Eleni V. (2014). "Designing game-based learning environments for elementary science education: A narrative-centered learning perspective", Information Sciences. 264, 4-18.
Lucas, Robert W. (2003). "The creative training idea book: Inspired tips and techniques for engaging and effective learning." AMACOM Div American Mgmt Assn.
Miller, Skyler. (2016). "History of Puzzle Games". GameSpot. Archived from the original on 2010-02-04. Retrieved 25 September 2016.
Moffat, David C., Crombie, William., & Shabalina, Olga. (2017). "Some video games can increase the player's creativity", International Journal of Game-Based Learning (IJGBL). 7(2), 35-46.
Salen, Katie, & Zimmerman, Eric. (2004). "Rules of play: Game design fundamentals". Cambridge, MA: MIT Press.
Torrance, Ellis Paul. (1990). "The Torrance tests of creative thinking"Norms-technical manual.
Yeh, YU‐CHU, & LI, ME‐LIN. (2008). "Age, Emotion Regulation Strategies, Temperament, Creative Drama, and Preschoolers Creativity", Journal of Creative Behavior. 42(2), 131- 149.
Yeh, Yu-chu, Lai, Ssu Chi; & Lin, Chung-Wei. (2016). "the dynamic influence of emotions on game-based creativity: An integrated analysis of emotional valence, activation strength, and regulation focus", Computers in Human Behavior. 55, 817–825.