Projekter pr. år
Abstract
As training is increasingly digitalised in general education it becomes relevant to evaluate this new medium for learning. This is particularly true in the field of embodied creativity training because of its strong focus on the embodiment of creative skills. This paper evaluates potential levels of competence development when using a digital embodied creativity training program and it discusses the related themes of motivation for and transfer of learning. It finds that while digital embodied creativity training, through its gamification possibilities, might increase personal engagement and motivation inside and outside the classroom, the training should reflect relatable situations to real-life experiences to increase the transfer effect. The opportunity for skills acquisition from distance learning seems paramount, even though digital embodied creativity training may not support all educational aims right now, as some skills may be easier to acquire in face-to-face training settings. Further improvements in technology could change this in the near future. The paper stresses the need for further research on this emerging topic of digital embodied creativity training.
Originalsprog | Engelsk |
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Tidsskrift | Journal of Creativity and Business Innovation |
Vol/bind | 4 |
Antal sider | 13 |
ISSN | 2351-6186 |
Status | Udgivet - 2018 |
Emneord
- Digital Training
- Creativity Training
- Online Training
Fingeraftryk
Dyk ned i forskningsemnerne om 'Learning Perspectives on Digital Embodied Creativity Training'. Sammen danner de et unikt fingeraftryk.Projekter
- 1 Afsluttet
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CREMO: CReativity E-MOdules in Education
Byrge, C. (PI (principal investigator)), Nielsen, C. (Projektleder) & Kristiansen, K. B. (Projektkoordinator)
01/08/2015 → 31/07/2018
Projekter: Projekt › Forskning
Impacts
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162.000+ VBN downloads of my works in the period from 2006-2020.
Byrge, C. (Deltager)
Impact: Social impact