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Malevolent Creativity Behavior Scale-Brazilian Portuguese: Cross-Cultural Adaptation and Psychometric Properties 恶意创造行为量表-巴西葡萄牙人:跨文化适应和心理测量特性
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-03-13 DOI: 10.1002/jocb.70009
Eliana Santos de Farias, Bruno Bonfá-Araujo, Tatiana de Cassia Nakano, Carolina Rosa Campos

This study aimed to adapt the Malevolent Creativity Behavior Scale (MCBS) to Brazilian Portuguese and to estimate validity evidence based on the internal structure and relationships with other variables and reliability. The sample consisted of 382 Brazilians aged between 18 and 71 (M = 32.18, SD = 12.89), of which 68.06% were female. Through the content validity coefficient, the judges' analysis indicated the adequacy of the items. In addition, confirmatory factor analysis demonstrated the adequacy of three factors, all with good reliability indicators. The convergent validity of the MCBS with the SD4 and the PSCD indicated that all correlations were positive, involving Machiavellianism, sadism, and psychopathy. Men presented significantly higher levels of all three malevolent creativity when compared to women. Thus, the results suggest that the MBCS adequately measures malevolent creativity in the Brazilian population.

本研究旨在将恶意创造行为量表(MCBS)应用于巴西葡萄牙语,并基于其内部结构、与其他变量的关系和信度来评估效度证据。样本包括382名年龄在18 - 71岁之间的巴西人(M = 32.18, SD = 12.89),其中女性占68.06%。通过内容效度系数,评委的分析表明项目的充分性。此外,验证性因子分析显示三个因子的充分性,均具有良好的信度指标。MCBS与SD4和PSCD的收敛效度表明,所有相关均为正相关,涉及马基雅维利主义、虐待狂和精神病。与女性相比,男性在这三种恶意创造力方面的水平明显更高。因此,结果表明MBCS充分衡量了巴西人口的恶意创造力。
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引用次数: 0
Creative Learning and Expression in College Classrooms Across Different Cultures 跨文化大学课堂的创造性学习与表达
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-03-12 DOI: 10.1002/jocb.70013
Carol A. Mullen

Creativity and learning have long been connected in scholarship, with emphasis on developing and facilitating personal creativity. For this Fulbright-sponsored, exploratory qualitative study, I aimed to understand how college students construct meaning of creativity where contextual constraints exist using Kaufman and Beghetto's Four C Model of Creativity. Based on an international case study, the research question was, What forms of student creativity might emerge in constrained college classroom environments? I describe creativity concepts and provide an application from my program Creativity Under Duress in three countries. Methodologies were adapted from educational psychology to discover whether creative expression could manifest in difficult situations. Undergraduate and graduate students (N = 152) in education and humanities courses participated in four creative activities: written response to prompts, personal creativity essay, 3D paper poster, and 4-Cs presentation script. Student responses to my intervention paradoxically showed genuine creative engagement despite high-pressure, test-driven contexts and with time limits on each activity. This was the greatest outcome associated with revealing creativity in classrooms across different cultures.

创造力和学习在学术上一直是联系在一起的,强调发展和促进个人创造力。在这项富布赖特资助的探索性质的研究中,我旨在利用考夫曼和贝格托的创造力4c模型,了解大学生如何在情境约束存在的情况下构建创造力的意义。基于一个国际案例研究,研究问题是:在受限制的大学课堂环境中,学生的创造力可能会出现什么样的形式?我描述了创造力的概念,并提供了我在三个国家的创造力项目的应用。方法改编自教育心理学,以发现创造性表达是否可以在困难的情况下表现出来。教育与人文专业的本科生和研究生(N = 152)参与了四项创意活动:书面回答提示、个人创意短文、3D纸质海报、4c演讲脚本。学生们对我的干预的反应矛盾地显示出真正的创造性参与,尽管高压、测试驱动的环境和每项活动的时间限制。这是在不同文化的课堂上展示创造力的最大结果。
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引用次数: 0
The Impact of Positive Versus Negative Exemplar-Based Instructions on a Creative Writing Task 积极与消极范例指导对创意写作任务的影响
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-03-12 DOI: 10.1002/jocb.70008
Steven E. Stemler, James C. Kaufman

Some types of instructions for creativity tasks (such as explicitly telling people to be creative) can boost performance. Showing people examples or telling them ways of approaching the problem before they begin a creativity task can help, but results are mixed about whether it is better to emphasize positive examples/approaches that can be emulated or negative examples/approaches that should be avoided. In this study, 198 participants wrote two brief essays—one under a positive exemplar instructional condition and one under a negative exemplar instructional condition. The results showed that the stories of participants written under the positive instructional condition were rated significantly higher in overall creativity, originality, and humor than the stories written under the negative instructional condition. Results are discussed in light of previous findings.

某些类型的创造性任务的指示(比如明确告诉人们要有创造力)可以提高表现。在人们开始创造性任务之前,向他们展示例子或告诉他们解决问题的方法是有帮助的,但关于是强调可以模仿的积极例子/方法好,还是强调应该避免的消极例子/方法好,结果不一。在这项研究中,198名参与者分别在积极的范例教学条件下和消极的范例教学条件下写了两篇简短的文章。结果表明,在积极教学条件下撰写的故事在整体创造力、原创性和幽默方面的得分显著高于在消极教学条件下撰写的故事。根据先前的发现讨论了结果。
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引用次数: 0
How to Make Full Use of Human Unconscious Thought System in Creative Tasks? The Positive Role of Performance Contingent Reward 如何在创造性任务中充分利用人的无意识思维系统?绩效偶然奖励的积极作用
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-28 DOI: 10.1002/jocb.70001
Ran Ding, Bo Yang, Xiaolin Mei, Tingni Li

When people are working on creative tasks, they make progress in conscious thought (CT) and unconscious thought (UT) processes. UT occurs outside conscious awareness, and unlike CT, it is independent of working memory resources. Previous studies suggest UT is more influential under certain conditions, known as the UT effect. Typically, these studies utilize a UT paradigm where participants are divided into CT and UT groups: the CT group reflects on the task, while the UT group engages in a distraction. However, UT effect is inconsistent across studies. This study aims to explore the condition under which UT effect works and how to facilitate it. By manipulating performance-contingent reward, this study compared the creativity of UT and CT in reward and non-reward conditions under a modified UT paradigm (N = 179). Creativity was measured by a divergent thinking task (the unusual uses task). Results indicated the fluency and originality in the reward condition were higher than non-reward condition for the UT group. What's more, UT surpassed CT in fluency and originality only in the reward condition. This study extends UT theory and provides insights in maximizing the benefits of UT, enabling individuals to boost creativity without thinking consciously or consuming working memory resources.

当人们从事创造性工作时,他们在有意识思维(CT)和无意识思维(UT)过程中取得进展。UT发生在意识意识之外,与CT不同,它独立于工作记忆资源。先前的研究表明,在某些条件下,UT的影响更大,这被称为UT效应。通常,这些研究利用UT范式,将参与者分为CT组和UT组:CT组在任务中进行反思,而UT组则从事分心。然而,UT效应在研究中并不一致。本研究旨在探讨UT效应产生的条件以及如何促进UT效应的产生。本研究通过操纵绩效偶然奖励,比较了改进后的奖励和非奖励条件下的奖励和非奖励条件下的奖励和CT的创造力(N = 179)。创造力是通过发散性思维任务(不寻常用途任务)来衡量的。结果表明,有奖励组的流畅性和独创性高于无奖励组。此外,仅在奖励条件下,UT在流利性和独创性方面优于CT。本研究扩展了UT理论,并提供了最大化UT效益的见解,使个人能够在不有意识思考或消耗工作记忆资源的情况下提高创造力。
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引用次数: 0
Artificial Intelligence Assisted Creativity: Conceptualization, Instrument Development and Validation 人工智能辅助创造力:概念化、工具开发和验证
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-28 DOI: 10.1002/jocb.70004
Pui Yi Mok, Hsueh-Hua Chuang, Ming-Min Cheng, Thomas J. Smith

Considering the pivotal role of creativity across various eras and the rapid integration of Artificial Intelligence (AI) in both creative processes and education, this study introduces and provides validity evidence for the AI-assisted Creativity Questionnaire (AICQ). This new 16-item instrument aims to quantify human creative potential in AI-assisted endeavors. Initially, a diverse cohort of 322 university students in Taiwan completed the AICQ from November to December 2023. Through exploratory factor analysis (EFA) of responses from this sample, three distinct factors emerged: (1) AI-assisted functional creativity (AIFC), (2) AI-assisted visual artistic creativity (AIVAC), and (3) AI-assisted ideational creativity (AIIC). One item was removed due to cross-loading. Subsequently, in September 2024, 330 university students in Taiwan engaged with both the AICQ and the 28-item Creative Behavior Inventory (CBI). Based on responses from this sample, construct validity evidence for the AICQ was examined using confirmatory factor analysis (CFA), which affirmed that a three-factor model provided a good fit to the data. Gender differences in AICQ scores were found in these subsequent data. Overall, data from participants provided evidence for the reliability as well as convergent, concurrent, and discriminant validity of the scores obtained from the AICQ.

考虑到创造力在各个时代的关键作用,以及人工智能(AI)在创造过程和教育中的快速整合,本研究引入并提供了AI辅助创造力问卷(AICQ)的效度证据。这个新的16项工具旨在量化人类在人工智能辅助下的创造潜力。最初,来自台湾的322名大学生在2023年11月至12月期间完成了AICQ。通过对样本的探索性因子分析(EFA),发现了三个不同的因素:(1)人工智能辅助功能创造力(AIFC),(2)人工智能辅助视觉艺术创造力(AIVAC),(3)人工智能辅助创意创造力(AIIC)。由于交叉装载,有一件物品被移除了。随后,在2024年9月,330名台湾大学生参与了AICQ和28项创造性行为量表(CBI)。根据该样本的回复,使用验证性因子分析(CFA)对AICQ的结构效度证据进行了检验,证实了三因素模型可以很好地拟合数据。在这些后续数据中发现了AICQ得分的性别差异。总体而言,来自参与者的数据为从AICQ获得的分数的信度以及收敛效度、并发效度和判别效度提供了证据。
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引用次数: 0
PISA 2022 Creative Thinking Assessment: Opportunities, Challenges, and Cautions PISA 2022创造性思维评估:机遇、挑战和警告
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-28 DOI: 10.1002/jocb.70003
Baptiste Barbot, James C. Kaufman

The OECD's PISA program assesses 15-year-old students globally in key competencies every 3 years, providing influential data on education quality and spurring policy debates. In the latest cycle, the innovation domain focused on creative thinking, assessing over 140,000 students across 60+ countries, in the largest study of adolescent creativity to date. This innovation domain included a cognitive test covering multiple creative thinking processes (generating creative ideas, generating diverse ideas, and evaluating/improving ideas) and creativity domains (written expression, visual expression, social problem-solving, and scientific problem-solving), as well as an extensive survey on factors influencing creativity (such as openness, creative self-efficacy, or growth mindset). While this dataset offers unprecedented research opportunities due to its scale and international scope, challenges arise from its aggregated scoring and complex sampling design. Missteps in using this data in secondary analyses could lead to fragmented and inconsistent findings. This paper provides an overview of the PISA 2022 creative thinking assessment's framework, methods, and findings, highlighting both the potential and the caution needed for impactful creativity research.

经合组织的PISA项目每三年对全球15岁学生的关键能力进行评估,提供有关教育质量的有影响力的数据,并引发政策辩论。在最新的周期中,创新领域专注于创造性思维,在迄今为止最大规模的青少年创造力研究中,评估了60多个国家的14万多名学生。这个创新领域包括一个涵盖多种创造性思维过程(产生创造性想法、产生多样化想法、评估/改进想法)和创造性领域(书面表达、视觉表达、社会问题解决和科学问题解决)的认知测试,以及对影响创造力的因素(如开放性、创造性自我效能或成长心态)的广泛调查。虽然该数据集因其规模和国际范围而提供了前所未有的研究机会,但其汇总评分和复杂的抽样设计带来了挑战。在二次分析中使用这些数据的失误可能导致支离破碎和不一致的发现。本文概述了PISA 2022创造性思维评估的框架、方法和结果,强调了有影响力的创造力研究的潜力和需要注意的事项。
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引用次数: 0
The Overlooking of Subtractive Changes: Replication and Extension to Stronger Cues and Social Norms 对减法变化的忽视:向更强的线索和社会规范的复制和扩展
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-24 DOI: 10.1002/jocb.1535
Adrien Alejandro Fillon, Fabien Girandola, Nathalie Bonnardel, Lionel Souchet

People systematically overlook subtractive changes and favor additive ones when reporting new ideas. In a first preregistered experiment conducted via the Prolific platform among French adults (N = 477), we replicated experiments 2, 3, and 4 in Adams et al.'s study. We replicated the overlooking of subtraction, as participants reported 1155 additive ideas and only 297 subtractive ideas. Cueing participants (“Remember that you can add things or take them away”) increased the percentage of participants who reported at least one subtractive idea (overall OR = 2.52, improvement condition, ϕ = 0.18, make it worse condition, ϕ = 0.24). In a second experiment conducted to test how the framing of the cue influences the overlook, participants reported more subtractive ideas when they read a subtract-only cue (“remember that you can take things away”), than with a subtract-then-add cue. Results therefore provided empirical support for the overlooking of subtractive changes hypothesis, mitigated by a cue. We also found that norms affected the report of new ideas (descriptive OR = 7.49, injunctive OR = 6.86). Cues and injunctive (but not descriptive) norms were both related to the asymmetry.

在报告新想法时,人们会系统性地忽略减法变化,而偏爱加法变化。在通过多产平台在法国成年人中进行的第一次预注册实验中(N = 477),我们重复了Adams等人的研究中的实验2、3和4。我们重复了对减法的忽视,因为参与者报告了1155个加法的想法,而只有297个减法的想法。提示参与者(“记住,你可以添加或删除东西”)增加了报告至少有一个减法想法的参与者的百分比(总体or = 2.52,改善条件,ϕ = 0.18,使其更糟,ϕ = 0.24)。在第二个测试线索框架如何影响忽视的实验中,参与者在阅读一个只有减法的线索(“记住你可以拿走东西”)时,比阅读一个先减法后加的线索时,报告了更多减法的想法。因此,研究结果为忽略减法变化假设提供了实证支持,并通过提示减轻了这一假设。我们还发现,规范影响新想法的报告(描述性OR = 7.49,禁令性OR = 6.86)。提示和禁令(但不是描述性的)规范都与不对称性有关。
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引用次数: 0
Two's Company: How Academic Diversity in Dyads Enhances Divergent Thinking 两个人的公司:二人组的学术多样性如何增强发散思维
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-24 DOI: 10.1002/jocb.1539
Xiaochen Liu, Gregory T. Boldt, Donald J. Leu, James C. Kaufman

Group diversity is an active topic in research as studies examine how differences in background, culture, job position, gender, and ethnicity can all impact group creativity. One relatively overlooked component is how diversity in academic knowledge affects group and individual creativity. In this study, 56 graduate students from a research university in the United States were paired into a dyad with another academically similar or diverse student. They then took the Alternate Uses Test (AUT) alone, as a team, and then alone again. The AUT was used to obtain three divergent thinking scores—fluency, flexibility, and originality. The scores were analyzed to determine if graduate students in academically diverse dyads worked better together (and, subsequently, alone) compared to academically similar dyads. The results showed that academically diverse dyads had significantly higher scores on originality for both increases in individual task scores and the team creativity task, as well as higher fluency scores compared to academically similar dyads. In addition, the results suggest that academically similar and diverse dyads demonstrate varying patterns of fluency and originality scores over time. Results indicated that embracing academic diversity can lead to both dyads and, subsequently, individuals being more productive in generating novel ideas.

群体多样性是研究中的一个活跃话题,因为研究考察了背景、文化、工作职位、性别和种族的差异如何影响群体创造力。一个相对被忽视的因素是学术知识的多样性如何影响群体和个人的创造力。在这项研究中,来自美国一所研究型大学的56名研究生与另一名学术相似或不同的学生配对。然后他们作为一个团队单独进行了替代用途测试(AUT),然后又单独进行了一次。使用AUT获得三个发散性思维得分:流利性、灵活性和独创性。研究人员对这些分数进行了分析,以确定与学术相似的两组相比,学术不同的两组研究生在一起(以及随后的单独)是否表现得更好。结果显示,与学术相似的二组相比,学术不同的二组在个人任务得分和团队创造力任务得分上的独创性得分都明显更高,而且流畅性得分也更高。此外,研究结果表明,随着时间的推移,学术上相似和不同的组合在流利性和独创性得分方面表现出不同的模式。研究结果表明,接受学术多样性可以导致双方,随后,个人在产生新想法方面更有成效。
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引用次数: 0
The Products of the Process: Toward Exploring and Expanding the Benefits of Being Creative 过程的产物:探索和扩大创造性的好处
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-24 DOI: 10.1002/jocb.70006
James C. Kaufman, Vlad P. Glăveanu

The traditionally studied positive outcomes of creativity tend to be product-focused, such as Big-C contributions, good grades, or strong work performance. This paper makes an argument for the importance of less-discussed products of the process—the benefits that arise from being creative, regardless of one's abilities or level of achievement. These positive outcomes are more tied to such meaning-related concepts as self-understanding, feeling one's life is significant and worth living, and gaining both short-term and long-term purposes. In highlighting these potential consequences of being creative, we get to question clear separations between processes and products in the field of creativity studies and show that engaging in the creative process itself “produces” experiences that are less tangible or even noticeable but by no means unimportant.

传统上研究的创造力的积极结果往往是以产品为中心的,比如大c贡献、好成绩或出色的工作表现。这篇论文论证了这个过程中较少讨论的产品的重要性——不管一个人的能力或成就水平如何,创造性带来的好处。这些积极的结果更多地与自我理解、感觉自己的生命是重要的、值得活下去、获得短期和长期目标等意义相关的概念联系在一起。在强调创造性的这些潜在后果时,我们开始质疑创造性研究领域中过程和产品之间的明确区分,并表明参与创造性过程本身“产生”的体验不那么有形,甚至不那么明显,但绝不是不重要的。
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引用次数: 0
Fostering Creativity Through Game-Based Approaches: A Scoping Review 通过基于游戏的方法培养创造力:范围审查
IF 2.8 2区 心理学 Q2 PSYCHOLOGY, EDUCATIONAL Pub Date : 2025-02-24 DOI: 10.1002/jocb.1536
Zhitian Skylor Zhang, Martina Seemann, Richard Joos, Markus Suren, Helge Fischer, Mathias Hofmann

Given the increasing emphasis on game-based approaches (GBAs) and the critical importance of cultivating creativity, there is an urgent need for a comprehensive examination of this emerging interdisciplinary field. The present study employs a scoping review methodology to provide an overview of the existing research that utilized GBAs as a means to foster creativity. Specifically, this article presents a scoping review of 61 studies published between 2000 and 2022 in English focusing on the use of GBAs to enhance creativity across various contexts. The results indicate an increasing trend in publications over the past two decades, with research clusters predominantly located in the United States, Taiwan, and Spain. Target groups primarily studied include adults in higher education, followed by children in K-12 settings, with the majority of studies conducted within classroom environments. A diverse array of GBAs have been employed in these studies, including video games, game-based learning, gamification, serious games, escape rooms, board games, and more, across both digital and non-digital media. These approaches were either developed by the researchers themselves or utilized pre-existing ones. Furthermore, GBAs have been found to foster various aspects of creativity, including creative thinking and problem-solving, flow and mastery experience, various aspects of the creative self, among others, pertaining to cognitive, motivational, affective, and sociocultural foundations. As such, this scoping review acts as a stimulus for ongoing research and refinement of game-based approaches aimed at enhancing creativity within both research and practical domains.

鉴于人们越来越重视基于游戏的方法(GBAs)以及培养创造力的重要性,迫切需要对这一新兴的跨学科领域进行全面的研究。本研究采用了一种范围审查方法,概述了利用GBAs作为培养创造力的手段的现有研究。具体来说,本文对2000年至2022年间发表的61项研究进行了范围审查,这些研究主要关注在不同背景下使用gba来提高创造力。结果表明,在过去的二十年中,出版物呈增加趋势,研究集群主要位于美国、台湾和西班牙。主要研究的目标群体包括接受高等教育的成年人,其次是K-12阶段的儿童,大多数研究都是在课堂环境中进行的。在这些研究中使用了各种各样的gba,包括电子游戏,基于游戏的学习,游戏化,严肃游戏,密室逃生,棋盘游戏等等,跨越数字和非数字媒体。这些方法要么是研究人员自己开发的,要么是利用了已有的方法。此外,人们还发现,gba可以培养创造力的各个方面,包括创造性思维和解决问题的能力、心流和掌握经验、创造性自我的各个方面,以及与认知、动机、情感和社会文化基础有关的其他方面。因此,这种范围审查可以刺激正在进行的研究和改进基于游戏的方法,旨在提高研究和实践领域的创造力。
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引用次数: 0
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Journal of Creative Behavior
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