10 FEB 2018 by ideonexus

 Applications for Simulated Worlds

Consider that applications of simulated worlds and simulated games to science and social science research are on the increase. Businesses build virtual worlds for commercial purposes. Scientists utilize video games to crowd-source solutions to protein folding, to invesfigate complexity theory and artificial life, to visualize the physics of black holes, and to research economic, social, and psychological behaviors. Call of Duty, Second Life, World of Warcraft—and the software that makes the...
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10 FEB 2018 by ideonexus

 Worldplay Relevance to Mature Creativity

First, worldplay nurtures the capacity for continued pretend play, especially thrthrough middle and late childhood, well after the intense exploration of make-believe/e in early childhood typically fades. Second, worldplay exercises a range of cognitive capacities involved in projecting alternate realities, including imaginative thinking skills such as imaging, empathihizing, recognizing and forming patterns, dimensional thinking, and modeling. As wtwelbll, it may develop and sustain attitu...
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10 FEB 2018 by ideonexus

 How Utopian Stories Can Encourage Work in Reality

"I do a lot of public speaking, often debating public figures on television or other high profile settings, or giving speeches to large audiences," one Fellow, an immigration rights lobbyist, wrote in her query response. "I am constantly, almost involuntarily, honing my skills by debating adversaries or giving speeches when I'm alone (in the car or walking to the metro). They're not exactly imaginary worlds, but rather imagined versions of real-life settings in which I find myself" Equally ...
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10 FEB 2018 by ideonexus

 Why Kids Abandon Creative Play

The observation that play gets short shrift as children come of age in the Western world is surely as old and as perennial as that civilization itself. The Bible puts it thus: "When I was a child, I spake as a child, I felt as a child, I thought as a child: now that 1 am become a man, I have put away childish things." Turning their attention to the phenomenon, psychologists have asked what might be the causal factors. In the early 1900s, for instance, G. Stanley Hall argued that as children...
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10 FEB 2018 by ideonexus

 Imaginative Play Creates Ownership

Ultimately, the child as creator exercises a whole range of capacities that set the Stage for original thinking. We find the imprint of creative practice in the blending of experiences and ideas, the classifications of real and imagined things, the organization of systemic patterns and narrative sequences, the modeling of worlds, the generation of artifacts, and the synthesizing of all that is known and felt into one grand design. The creating self "owns" the processes and products of make-...
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06 JAN 2018 by ideonexus

 Considering Art Creative but Engineering Not as a Questio...

In retrospect, Cohen and MacKeith made a number of questionable assumptions that undermine that conclusion. To be fair, these assumptions were quite common among psychologists at the time and still persist to a significant degree among the public. One of these assumptions is that some activities, such as the arts, are inherently creative, whereas others, such as science or engineering, are not. Another assumption is that creativity is a function of one's ability to fantasize, which is to say,...
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06 JAN 2018 by ideonexus

 Mental Illness is Not Correlated with Genius

What madness may have to do with creativity and genius has continued to intrigue down to this day, with scholars arguing for and against the association, its benefits and its deficits. In 1995, in a large scale and statistically convincing study of 1,004 eminent individuals of the 20th century, psychiatrist Arnold Ludwig argued that no necessary or sufficient correlation, hence no causal connection, between mental illness and creative achievement was to be found. Individuals in artistic profe...
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05 JUN 2017 by ideonexus

 Be Prolific

For example, Simonton cites the work of inventor Thomas Edison who accumulated a mind-boggling 2,300 patents over his lifetime. He found that in the same year Edison applied for patents for the light bulb and the telephone (certainly both hits) he also filed for patents for 100 or so other inventions including the pneumatic pen (a partial miss), a talking doll (a definite miss) and a ghost detection machine (enough said). In all likelihood, Edison never knowingly worked on something he thou...
Folksonomies: ideas creativity output
Folksonomies: ideas creativity output
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25 FEB 2016 by ideonexus

 Old Media is Text-Centric; New Media is a Collage

Modern literacy has always meant being able to both read and write narrative in the media forms of the day, whatever they may be. Just being able to read is not sufficient. For centuries, this has meant being able to consume and produce words through reading and writing and, to a lesser extent, listening and speaking. But the world of digital expression has changed all of this in three respects: New media demand new literacies. Because of inexpensive, easy-to-use, widely distributed new med...
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25 FEB 2016 by ideonexus

 Understanding Creativity Enabled Through Information Tech...

Here’s the question I’ve been asking myself: When technology enables a person to make something that looks professional without having to master any degree of craft, does that increase or decrease the likelihood of creativity? And can educators be lulled into a false impression that they have been developing creativity in students when using technologies that produce brilliantlooking results? Does my Wordle cloud give only the illusion of creativity? A number of software applications are...
Folksonomies: education creativity
Folksonomies: education creativity
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