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1.
IBRO Neurosci Rep ; 16: 550-559, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38746492

ABSTRACT

In practice, individuals strive to develop highly original and valuable creative products within specific limitations. However, previous functional Magnetic Resonance Imaging (fMRI) studies focused on divergent-thinking tasks without considering the "valuableness" of an idea. Additionally, different types of creative tasks (e.g., the easier association vs. the harder association task) may engage distinct cognitive processes. This study aimed to investigate the underlying neural mechanisms associated with different types of creative thinking, specifically focusing on the generation of the most original and valuable creative product within an fMRI scanner. Twenty-one college students participated in a block design study. During each trial, participants were instructed to draw the most original and valuable product inspired by a given figure. The findings revealed that, in comparison to the harder association task, the easier association task led to broader activation across multiple brain regions. However, this broader activation resulted in inefficient thinking and poorer creative performance. Notably, the orbitofrontal cortex exhibited activation across various creativity tasks and displayed connectivity with several seed brain regions, highlighting the importance of decision-making when only one original and valuable product design is allowed. Furthermore, the complex functional connectivity observed between different brain networks reflects the intricate nature of creative thinking. To conclude, widespread activation of brain regions does not necessarily indicate superior creativity. Instead, optimal creative performance within constraints is achieved through an efficient utilization of association for generating innovative ideas, inhibition for suppressing unoriginal ideas, and decision-making to select the most creative idea.

2.
Br J Educ Psychol ; 93(3): 790-805, 2023 Sep.
Article in English | MEDLINE | ID: mdl-36859698

ABSTRACT

BACKGROUND: Creativity is an important ability for problem-solving in both personal life and academic learning. Few creativity studies have investigated the development of children's creativity in disadvantaged rural areas or compared the rural-urban differences through digital game-based creativity learning. Understanding such differences can help provide resources for promoting learning equality in creativity. AIMS: This study aimed to compare the rural-urban difference in elementary school children's creativity performance and their learning effect through digital game-based creativity learning. SAMPLE: Participants were 261 3rd and 4th graders and 194 5th and 6th graders from 6 elementary schools. METHOD: Two digital game-based creativity learning systems were employed to conduct a five-class experimental instruction. A creativity test and a questionnaire were also used. RESULTS AND CONCLUSIONS: The results indicate that the urban middle graders, but not the upper graders, outperformed their rural counterparts in the creativity test before game-based learning. Nevertheless, all children got a higher score on the creativity test after the game-based learning, suggesting the employed creativity learning systems could be vehicles for improving elementary school children's creativity. However, the rural children gained less from the learning than the urban children, which may be due to weaker competencies in self-regulated learning. Further studies can employ an inventory to verify this and also consider providing more scaffolding of self-regulated learning to more disadvantaged students during digital game-based creativity learning. Additionally, the results of this study reflect the importance of self-determination and rewards in learning motivation. Appropriate rewards may encourage persistence in taking on challenges.


Subject(s)
Creativity , Schools , Humans , Child , Learning , Students , Rural Population
3.
Front Psychol ; 10: 1593, 2019.
Article in English | MEDLINE | ID: mdl-31379657

ABSTRACT

This study was performed within the limited framework of computer-game-based educational programs designed to enhance creativity. Furthermore, the utilization of mindful learning and moderators such as flow, mastery experience, and self-efficacy, brings this research to the forefront of modern educational practices. The present researchers developed a comprehensive game-based creativity learning program for fifth and sixth grade pupils. Further analyses presented relationship trends between mindful learning experience, flow experience, self-efficacy, and mastery experience. Eighty-three 5th and 6th grade participants undertook the six-week game-based creativity learning program. Upon completion of the experimental instruction, self-evaluation revealed that participants with higher scores on the concerned variables improved more in both creative ability and confidence than their counterparts. Additionally, path model analysis revealed that mindful learning experience was a powerful predictor of both mastery experience and flow experience; it also influenced mastery experience through flow experience and self-efficacy. The findings support the effectiveness of the game-based learning program developed in this study. Moreover, this study contributes to the theoretical construction of how game-based learning can be designed to facilitate mindful learning experience, flow experience, self-efficacy, and mastery experience during creativity. Some additional enhancement mechanisms utilized in the program were: rewards for high-quality performance, challenging tasks, a variety of design components, immediate feedback, and idea sharing. The theoretical design of this study provides support for the ongoing scientific investigation of new applications of mindful learning in educational programs concerning the learning of creativity.

4.
Neuropsychologia ; 73: 151-60, 2015 Jul.
Article in English | MEDLINE | ID: mdl-25998491

ABSTRACT

The aesthetics of designed products have become part of our life in modern society. This study explores the neural mechanisms of how aesthetic judgment and aesthetic emotion interplay during the appreciation of designed products that are commonly seen in daily life. Participants were 30 college students, and the stimuli were 90 pictures of everyday designed products. Based on an event-related paradigm, the findings of this study suggest that there are associative and dissociative neutral mechanisms underlying different types of aesthetic judgment and aesthetic emotion. The study identified the following main findings: (a) normative beauty and subjective beauty both involved the left anterior cingulate cortex (ACC); (b) subjective beauty and positive emotion both involved the right ACC; (c) subjective beauty and negative emotion both involved the precuneus; (d) subjective ugliness and negative emotion both involved the right inferior frontal gyrus; (e) subjective ugliness alone additionally activated the insula; and (f) subjective beauty alone additionally activated the caudate. The findings in this study shed light on complex but ordinary processes of aesthetic appreciation.


Subject(s)
Brain/physiology , Emotions/physiology , Esthetics , Judgment/physiology , Adult , Arousal/physiology , Brain Mapping , Female , Humans , Magnetic Resonance Imaging , Male , Neuropsychological Tests , Photic Stimulation , Pilot Projects , Visual Perception , Young Adult
5.
Neuroimage ; 66: 169-76, 2013 Feb 01.
Article in English | MEDLINE | ID: mdl-23103517

ABSTRACT

The present study builds on our previous study within the framework of Wyer and Collin's comprehension-elaboration theory of humor processing. In this study, an attempt is made to segregate the neural substrates of incongruity detection and incongruity resolution during the comprehension of verbal jokes. Although a number of fMRI studies have investigated the incongruity-resolution process, the differential neurological substrates of comprehension are still not fully understood. The present study utilized an event-related fMRI design incorporating three conditions (unfunny, nonsensical and funny) to examine distinct brain regions associated with the detection and resolution of incongruities. Stimuli in the unfunny condition contained no incongruities; stimuli in the nonsensical condition contained irresolvable incongruities; and stimuli in the funny condition contained resolvable incongruities. The results showed that the detection of incongruities was associated with greater activation in the right middle temporal gyrus and right medial frontal gyrus, and the resolution of incongruities with greater activation in the left superior frontal gyrus and left inferior parietal lobule. Further analysis based on participants' rating scores provided converging results. Our findings suggest a three-stage neural circuit model of verbal humor processing: incongruity detection and incongruity resolution during humor comprehension and inducement of the feeling of amusement during humor elaboration.


Subject(s)
Brain Mapping , Brain/physiology , Comprehension/physiology , Neural Pathways/physiology , Wit and Humor as Topic , Adult , Female , Humans , Image Processing, Computer-Assisted , Magnetic Resonance Imaging , Male , Speech Perception/physiology , Young Adult
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