text-only page produced automatically by LIFT Text
Transcoder Skip all navigation and go to page contentSkip top navigation and go to directorate navigationSkip top navigation and go to page navigation
National Science Foundation HomeNational Science Foundation - Directorate for Social, Behavioral & Economic Sciences (SBE)
Social, Behavioral & Economic Sciences
design element
SBE Home
About SBE
Funding Opportunities
Awards
News
Events
Discoveries
Publications
Advisory Committee
Career Opportunities
See Additional SBE Resources
View SBE Staff
SBE Organizations
SBE Office of Multidisciplinary Activities (SMA )
National Center for Science and Engineering Statistics (NCSE)
Division of Behavioral and Cognitive Sciences (BCS )
Division of Social and Economic Sciences (SES )
Proposals and Awards
Proposal and Award Policies and Procedures Guide
  Introduction
Proposal Preparation and Submission
bullet Grant Proposal Guide
  bullet Grants.gov Application Guide
Award and Administration
bullet Award and Administration Guide
Award Conditions
Other Types of Proposals
Merit Review
NSF Outreach
Policy Office Website
Additional SBE Resources
Exploring What Makes Us Human
Rebuilding the Mosaic Report
Bringing People Into Focus: How Social, Behavioral & Economic Research Addresses National Challenges
"Youth Violence: What We Need to Know" Report to NSF
Social, Behavioral and Economic Research in the Federal Context Report
Expedited Review of Social and Behavioral Research Activities Report
SBE Advisory Committee Web Site (for members only)


SBE 2020: Submission Detail

ID Number: 251
Title: A Framework for Researching Student Creativity in Game-based Learning Environments
Lead Author: Katz-Buonincontro, Jen
Abstract: Creative thinking and behavior are increasingly hailed as important skills for American students, but how can it be promoted and assessed at the classroom level? We address this fundamental question of how to derive novel, useful ideas that are high in quality by first framing the need to engage students beyond traditional lectures, test preparation, and assessments. Next, we present a framework for studying student creativity in game-based learning environments grounded in seminal research within three areas: a) artistic and kinesthetic creativity; b) cognitive aspects of deriving novel ideas; and c) the social-psychological dimension of communicating these ideas in the context of peer learning. The paper concludes with recommendations for advancing research on this issue by partnering with schools, developing compatible, interdisciplinary research agendas and working with stakeholders.
PDF: KatzBuonincontro_Jen_251.pdf

SBE 2020 Home

 

Print this page
Back to Top of page