Research Proposal Presentation Proposal Research
Transcript: Created by: Samuel Minkin November 2nd 2017 CREATIVITY InTRO InTRO Modern-Day Education resembles traditional education It has only marginally evolved over time Rote memorization and efficiency are still the main skills taught in school Technology could change things Technology-Based Learning Technology-Based Learning Learning based on collaboration on websites The Internet has potential to be an educational tool The Internet is dispersed and decentralized. Information flows from many different kinds of sources. Access to information Interdisciplinary Learning Things that Occur on the Internet Things that Occur on the Internet Communities Interaction Feedback Mash-Up PICTURES PICTURES Traditional education Traditional education Rote memorization and efficiency are still the main skills taught in school An expert lectures students Problem-solving methods are dictated by instructors Specialization over interdisciplainary studies Statistics Statistics Why This topic/Conversation? Why This topic/Conversation? The Conversation/Topic: Modern-day education Education has many implications both on the individual and societal level There are many different types of learners in school Technology-based learning can appeal to a wide variety of learners On the Societal Level: 1. It can lead to a more productive society 2. It can lead to a stronger public commons On the Individual Level: 1. Better problem-solvers 2. Better Students Finding a specific website - limited sources talking about its positive and negative effects Figuring Out the Functionality of the Website Focusing on a specific age-group. Would it even work for elementary school students? Would starting with high school students be too late? Challenges Challenges creativity as an emergent property creativity as an emergent property Research Question: How has Evernote, a website that promotes collaborative-based learning, led to the formation of a more enhanced and evolved creativity known as group creativity? Technology Based Creative- Problem Solving Has Two Phases: 1. The Divergent Phase - Exploring, characterized by messiness - Evaluating Data 2. The Convergent Phase - Honing onto specific things. Extracting important information out of clutter. - Focusing on specific solutions Terms for Interaction and Collaboration: Synchronic Interactions - Interactions that occur simultaneously Diachronic Exchanges - Interactions that occur over a longer period of time "Recent models of group creativity (Sawyer, 2003) argue that collective creative work has to be understood as the synergy between synchronic interactions (i.e., parallel and simultaneous) and diachronic exchanges (i.e., interaction over long time spans and mediated by ostensible products)" (Sarmiento, Stahl 503). Quote Quote Potential Conclusions Potential Conclusions Online collaborative-based learning can lead to a greater extent of creativity People would be better suited to solve modern problems If I'm wrong: Technology will be a distraction. Students will find ways to cheat. Ultimately, a case should be made for using a specific website - being more technology dependent - because it can lead to creativity Sarmiento, Johann W. and Gerry Stahl. "Group Creativity in Interaction: Collaborative Referencing, Remembering, and Bridging." International Journal of Human-Computer Interaction, vol. 24, no. 5, June 2008, pp. 492-504. EBSCOhost, doi:10.1080/10447310802142300. Works cited Works cited