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Title | 協同式創造力學習之線上腦力激盪系統 Idea Storming Cube: An Online Brainstorming System to Support Collaborative Creative Thinking |
Creator | 黃俊傑 Huang,Chun-Chieh |
Contributor | 李蔡彥<br>張俊彥 Li,Tsai-Yen<br>Chang,Chun-Yen 黃俊傑 Huang,Chun-Chieh |
Key Words | 創造力教育 科學教育 腦力激盪系統 創意支援工具 人機互動介面 合作式學習系統 Creativity Learning Science Education Brainstorming System Creativity Support Tool Human-Computer Interaction Computer Supported Collaborative Learning |
Date | 2006 |
Date Issued | 17-Sep-2009 14:02:59 (UTC+8) |
Summary | 本論文之研究目的為開發一線上合作式創造力學習系統。本文將描述一以遊戲為基礎之創造力思考輔助工具"Idea Stroming Cube"。它的目標在於讓學生養成創意思考與典範轉移能力的習慣。此系統會汲取學科專家的知識,使用者歷史記錄,和腦力激盪中的個人創意,提供使用者、目標及情境感知的學習支授。比較相關的教學系統,它更注重於刺激發散情思考之能力。此系統可分為兩種學習模式Base Mode和Agent-Assist Mode:一為提供學科知識學習之輔助,另一為提供學習發散性思考能力之輔助。 本文提出合作式創造力思考輔助之Human-Computer Interaction(HCI)的系統已初步實作完畢,本文並報告了兩個相關的實驗以測試系統效能。本研究的主要結果符合實驗假設,以遊戲情境為基礎之創造力支援系統相較於其他類似系統,更有助於學生學習創造力,另外,籍由適當且適時的智慧型思考輔助Agent,亦能提供學生不同面向的思考觀點,有助於學生用更多觀點學習知識。 The objective of this research is to develop a Web-based collaborative tool for learning creativity. This research describes a game-based system, Idea Storming Cube, in support of creative thinking. It aims to make people form a creative and Perspective-Modifying thinking habit. Based on theories of this kind support system and prior studies, we propose to integrate exciting game environment and intelligent support mechanism into the creativity thinking support system. The system acquires knowledge from domain expert, user inputs history, and individuals of a brainstorming group, and then provides user-, goal- and context-sensitive supports. Compared to classic tutoring systems, it focuses more on stimulating divergent thinking. The system can be utilized with two distinct support strategies, Basic Mode and Agent-Assist Mode, in order to support different learning objectives. One focus on knowledge learning, the other highlights the divergent thinking ability. The proposed Human-Computer Interaction (HCI) tool for collaborative idea generation has been implemented, and two experiments for preliminary evaluation of the system are also reported in this thesis. The major results of this study show that the game-based brainstorming system with appropriate intelligent support outperforms the other types of systems because the game competition environment can make them concentrate on the brainstorming tasks and let them think more from different view points for learning the knowledge with the support of the peer-like agent. |
參考文獻 | [1] Amabile, T. M. The social psychology of creativity. New York: Springer-Verlag, 1983. [2] Bostrom, R. P. “Research in Creativity and GSS,” Proceedings of the Thirty-First Hawaii International Conference on Systems Sciences, IEEE, Kohala Coast, HI, USA, Volume: 6, pp. 391-405, 1998. [3] Chang, C. Y., Weng, Y. H., “An Exploratory Study on Students’ Problem-Solving Ability in Earth Sciences,” International Journal of Science Education, 24(5), pp. 441-451, 2002. [4] Chang, C. Y., Barufaldi, J. P., Lin, M. C., Chen, Y. C., “Assessing tenth-grade students’ problem solving ability online in the area of Earth sciences,” Computers in Human Behav-ior, 2007. [5] Csikszentmihalyi, M., “Society, culture, person: A systems view of creativity,” The nature of creativity, Cambridge University Press, In R. J. Sternberg (Ed), pp. 325-339, 1988. [6] Csikszentmihalyi, M., Creativity, New York: HarperCollins, 1996. [7] Cohen, J. Statistical power analysis for the behavioral sciences, Hillsdale, NJ: Erlbaum, 1988. [8] Cohen, W. W., Ravikumar, P., Fienberg, S. E. “A Comparison of String Distance Metrics for Name-Matching Tasks,” Proceedings of 18th International Joint Conference on Artifi-cial Intelligence, Mexico, pp.73-78, 2003. [9] Collins, A, Ferguson, W., “Epistemic Forms and Epistemic Games: Structures and Strate-gies to Guide Inquiry,” Educational Psychologist, 28(1), pp. 25-42, 1993. [10] Couger, J. D. and Dengate, G., “Measurement of creativity of I.S. products,” Proceedings of the 25th Annual Hawaii International Conference on System Sciences, pp. 288-298, 1992. [11] Couger, J. D., Creativity and Innovation in Information Systems Organizations, Boyd and Fraser, Danvers, MA, 1996. [12] Cyert, R. M., & March, J. G. Behavioral theory of the firm, Prentice-Hall, 1963. [13] De Bono, E. Lateral Thinking: Creativity Step by Step. Harper Colophon Books, New York, 1973. [14] Dewan, R. M., Hansen, S. C. “The role of user capability and incentives in group and in-dividual decision support systems: An economics perspective,” Decision Support Systems, 12(1), pp. 25-40, August 1994. [15] Diehl, M., Stroebe, W., “Productivity loss in brainstorming groups: Toward the solution of a riddle,” Journal of Personality and Social Psychology, Volume 53, pp. 497-509, 1987 [16] Donmez, P., Rose, C. P., Stegmann, K., Weinberger, A., and Fischer, F. “Supporting CSCL with Automatic Corpus Analysis Technology,” Proceedings of Computer Sup-ported Collaborative Learning, 2005. [17] Duncan, N. and Paradice, D., “Creativity in GDSS: An integration of creativity, group dynamics, and problem solving theory,” Proceedings of the Twenty-Fifth Hawaii Interna-tional Conference on Systems Sciences, Kauai, Hawaii, 1992. [18] Getzels, J. W., & Csikszentmihalyi, M. The creative vision: A longitudinal study of prob-lem finding in art, New York: Wiley, 1976. [19] Guilford, J. P. The nature of human intelligence, New York: McGraw-Hill, 1967. [20] Huang, C-C., Wang, H-C., Li, T-Y., & Chang, C-Y., “An Online Testing and Analysis System for Creative Problem-Solving Ability in Sciences,” Proceedings of the 10th An-nual Global Chinese Conference on Computers in Education (GCCCE 2006), Beijing, China, 2006. [21] Huang, C-C., Li, T-Y., Wang, H-C., & Chang, C-Y., “Idea Storming Cube: A Game-based System to Support Creative Thinking,” Proceeding of the First IEEE Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2007), Jhongli, Taiwan, 2007. [22] Huang, C-C., Li, T-Y., Wang, H-C., & Chang, C-Y., “A Collaborative Support Tool for Creativity Learning: Idea Storming Cube,” Proceeding of the 7th IEEE Intrnational Con-ference on Advanced Learning Technologies (ICALT 2007), Japan, 2007. [23] Lamm, H., Trommsdorff, G., “Group versus individual performance on tasks requiring ideational proficiency (brainstorming),” European Journal of Social Psychology, Volume 3, pp. 361-387, 1973 [24] Nagasundaram, M. and Bostrom, R. P. “Structuring Creativity with GSS: An Experi-ment.” Proceedings of the First Americas Conference on Information Systems, Pittsburgh, PA. pp. 25-27, 1995. [25] Nijstad, B. A., and Stroebe, W. “How the group affects the mind: a cognitive model of idea generation in groups,” Personality and Social Psychology Review, 10(3), pp. 186-213, 2006. [26] Massetti, B. “An empirical examination of the value of creativity support systems on idea generation.” MIS Quarterly, 20(1), pp. 83-97, 1996. [27] McLean, J. E., & Ernest, J. M. “The role of statistical significance testing in educational research,” Research in the schools, 5(2), pp. 15-22, 1998. [28] Mednick, S.A. “The associative basis of the creative process,” Psychological review, Vol-ume 69, 220-232, 1962. [29] Mullen, B., Johnson, C., & Salas, E., “Productivity loss in brainstorming groups: A meta-analytic integration,” Basic and Applied Social Psychology, Volume 12, pp. 3-23, 1991. [30] Ocker, R., Hiltz, S. R., Turoff, M., and Fjermestad, J. “Computer support for distributed asynchronous software design teams: Experimental results on creativity and quality,” Pro-ceedings of the Twenty-Eighth Hawaii International Conference on Systems Sciences, Hawaii, pp. 4-13, 1995. [31] Osborn, A. F. Applied imagination (rev. Ed.). New York: Scribner’s, 1953. [32] Prensky, M., “Digital game-based learning,” Computers in Entertainment, Volume: 1, pp. 21, 2003. [33] Shaffer, D. W., “Epistemic Games,” Innovate, 1(6), 2005. [34] Shneiderman, B., “Creativity Support Tools: Establishing a framework of activities for creative work,” Leonardo’s Laptop: Human needs and the New Computing Technologies, MIT Press, 2002. [35] Shneiderman, B.; Fischer, G.; Czerwinski, M.; Resnick, M.; Myers, B.; Candy, Linda; Edmonds, E.; Eisenberg, M.; Giaccardi, E.; Hewett, T.; Jennings, P.; Kules, B.; Nakakoji, K.; Nunamaker, J.; Pausch, R.; Selker, T.; Sylvan, E.; Terry, M. “Creativity Support Tools: Report From a U.S. National Science Foundation Sponsored Workshop,” Interna-tional Journal of Human-Computer Interaction, 20(2), pp. 61-77, 2006. [36] Simon H. A. Models of Man, New York: Wiley, 1957. [37] Simonton, D. K. Scientific genius, Cambridge University Press, 1988. [38] Simonton, D. K. “Political pathology and societal creativity,” Creativity Research Journal, 3(2), pp. 85-99, 1990. [39] Stein, M. I. “Creativity and culture,” Journal of Psychology, 36, pp. 311-322, 1953. [40] Stein, M. I. “A transactional approach to creativity,” In C. W. Taylor & F. Barron (Eds), Scientific creativity, New York: Wiley, pp. 43-75, 1988. [41] Sternberg, R. J. (Ed.). Handbook of creativity, New York: Cambridge University Press, 1999. [42] Torrance, E. P., Torrance Tests of Creative Thinking, Lexington, MA: Personnel Press, 1974. [43] Wang, H.-C., Li, T-Y., & Chang, C-Y. “A user modeling framework for exploring crea-tive problem-solving ability,” Proceedings of 12th International Conference on Artificial Intelligence in Education (AIED 2005), pp. 941-943, 2005. [44] Wang, H.-C., Chang, C-Y., & Li, T-Y. “Automated scoring for creative problem solving ability with ideation-explanation modeling,” Proceedings of 13th International Conference on Computers in Education (ICCE 2005), pp. 522-529, 2005. [45] Wang, H.-C., Li, T.-Y., Huang, C.-C., Chang, C.-Y., Rose, C. P., “VIBRANT: A brain-storming agent for computer supported creative problem solving,” Proceedings of the In-telligent Tutoring Systems Conference (ITS 2006), 2006. [46] Wang, H.-C., Rose, C. P., Cue, Y., Chang, C.-Y., Huang, C.-C., Li, T-Y., “Thinking Hard Together: the Long and Short of Collaborative Idea Generation in Scientific In-quiry,” Proceedings of Computer Supported Collaborative Learning (CSCL 2007), 2007. [47] Wu, C. L., Chang, C. Y., “Exploring the Interrelationship Between Tenth-Graders’ Proble-Solving Abilities and Their Prior Knowledge and Reasoning Skills in Earth Sci-ence,” Chinese Journal of Science Education, Volume 1(2), pp. 135-156, 2002. |
Description | 碩士 國立政治大學 資訊科學學系 94753015 95 |
資料來源 | http://thesis.lib.nccu.edu.tw/record/#G0094753015 |
Type | thesis |
dc.contributor.advisor | 李蔡彥<br>張俊彥 | zh_TW |
dc.contributor.advisor | Li,Tsai-Yen<br>Chang,Chun-Yen | en_US |
dc.contributor.author (Authors) | 黃俊傑 | zh_TW |
dc.contributor.author (Authors) | Huang,Chun-Chieh | en_US |
dc.creator (作者) | 黃俊傑 | zh_TW |
dc.creator (作者) | Huang,Chun-Chieh | en_US |
dc.date (日期) | 2006 | en_US |
dc.date.accessioned | 17-Sep-2009 14:02:59 (UTC+8) | - |
dc.date.available | 17-Sep-2009 14:02:59 (UTC+8) | - |
dc.date.issued (上傳時間) | 17-Sep-2009 14:02:59 (UTC+8) | - |
dc.identifier (Other Identifiers) | G0094753015 | en_US |
dc.identifier.uri (URI) | https://nccur.lib.nccu.edu.tw/handle/140.119/32681 | - |
dc.description (描述) | 碩士 | zh_TW |
dc.description (描述) | 國立政治大學 | zh_TW |
dc.description (描述) | 資訊科學學系 | zh_TW |
dc.description (描述) | 94753015 | zh_TW |
dc.description (描述) | 95 | zh_TW |
dc.description.abstract (摘要) | 本論文之研究目的為開發一線上合作式創造力學習系統。本文將描述一以遊戲為基礎之創造力思考輔助工具"Idea Stroming Cube"。它的目標在於讓學生養成創意思考與典範轉移能力的習慣。此系統會汲取學科專家的知識,使用者歷史記錄,和腦力激盪中的個人創意,提供使用者、目標及情境感知的學習支授。比較相關的教學系統,它更注重於刺激發散情思考之能力。此系統可分為兩種學習模式Base Mode和Agent-Assist Mode:一為提供學科知識學習之輔助,另一為提供學習發散性思考能力之輔助。 本文提出合作式創造力思考輔助之Human-Computer Interaction(HCI)的系統已初步實作完畢,本文並報告了兩個相關的實驗以測試系統效能。本研究的主要結果符合實驗假設,以遊戲情境為基礎之創造力支援系統相較於其他類似系統,更有助於學生學習創造力,另外,籍由適當且適時的智慧型思考輔助Agent,亦能提供學生不同面向的思考觀點,有助於學生用更多觀點學習知識。 | zh_TW |
dc.description.abstract (摘要) | The objective of this research is to develop a Web-based collaborative tool for learning creativity. This research describes a game-based system, Idea Storming Cube, in support of creative thinking. It aims to make people form a creative and Perspective-Modifying thinking habit. Based on theories of this kind support system and prior studies, we propose to integrate exciting game environment and intelligent support mechanism into the creativity thinking support system. The system acquires knowledge from domain expert, user inputs history, and individuals of a brainstorming group, and then provides user-, goal- and context-sensitive supports. Compared to classic tutoring systems, it focuses more on stimulating divergent thinking. The system can be utilized with two distinct support strategies, Basic Mode and Agent-Assist Mode, in order to support different learning objectives. One focus on knowledge learning, the other highlights the divergent thinking ability. The proposed Human-Computer Interaction (HCI) tool for collaborative idea generation has been implemented, and two experiments for preliminary evaluation of the system are also reported in this thesis. The major results of this study show that the game-based brainstorming system with appropriate intelligent support outperforms the other types of systems because the game competition environment can make them concentrate on the brainstorming tasks and let them think more from different view points for learning the knowledge with the support of the peer-like agent. | en_US |
dc.description.tableofcontents | CHAPTER 1 Introduction 1 CHAPTER 2 Literature Review 4 2.1 Theoretical background of creativity 4 2.2 Game for learning 5 2.3 Computer support collaboratively for creativity learning 6 2.3.1 Group Support System 6 2.3.2 Creativity Support Tool 8 2.3.3 Bounded Rationality 9 2.4 Pervious and related study 10 CHAPTER 3 Idea Storming Cube: an online group creativity support tool 12 3.1 Putting all into a Magic Cube 12 3.2 Design of limited view to explore ideas in the brainstorming process 13 3.3 Design of game-based creativity learning environment 15 3.4 System architecture 17 3.5 User modeling in ISC 18 3.5.1 Formal User Profile (fUP) 18 3.5.2 fUP Analysis Agent 21 3.5.3 Brainstorming with User Profile Contrast Agent (UPCA) 24 3.6 Learning strategies: Basic Mode versus Agent-Assisting Mode 29 3.6.1 Basic mode interaction design 30 3.6.2 Agent-assisting mode interaction design 31 3.7 Use Case 35 CHAPTER 4 Pilot study on game situation for creative thinking 40 4.1 Pilot design 40 4.2 Data Analysis 41 4.3 Results 42 CHAPTER 5 Main Study 46 5.1 Participants in the experiment 46 5.2 Experimental design 46 5.3 Brainstorming with different supportive mechanisms 48 5.4 Measurement 50 5.5 Data analysis 52 5.6 Results 53 5.6.1 Individual-level outcome 53 5.6.2 Group-level outcome 57 5.6.3 Transfer test 61 5.7 Discussion 62 CHAPTER 6 Conclusion 66 REFERENCES 69 APPENDIX A 73 APPENDIX B 75 APPENDIX C 76 APPENDIX D 77 APPENDIX E 79 | zh_TW |
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dc.source.uri (資料來源) | http://thesis.lib.nccu.edu.tw/record/#G0094753015 | en_US |
dc.subject (關鍵詞) | 創造力教育 | zh_TW |
dc.subject (關鍵詞) | 科學教育 | zh_TW |
dc.subject (關鍵詞) | 腦力激盪系統 | zh_TW |
dc.subject (關鍵詞) | 創意支援工具 | zh_TW |
dc.subject (關鍵詞) | 人機互動介面 | zh_TW |
dc.subject (關鍵詞) | 合作式學習系統 | zh_TW |
dc.subject (關鍵詞) | Creativity Learning | en_US |
dc.subject (關鍵詞) | Science Education | en_US |
dc.subject (關鍵詞) | Brainstorming System | en_US |
dc.subject (關鍵詞) | Creativity Support Tool | en_US |
dc.subject (關鍵詞) | Human-Computer Interaction | en_US |
dc.subject (關鍵詞) | Computer Supported Collaborative Learning | en_US |
dc.title (題名) | 協同式創造力學習之線上腦力激盪系統 | zh_TW |
dc.title (題名) | Idea Storming Cube: An Online Brainstorming System to Support Collaborative Creative Thinking | en_US |
dc.type (資料類型) | thesis | en |
dc.relation.reference (參考文獻) | [1] Amabile, T. M. The social psychology of creativity. New York: Springer-Verlag, 1983. | zh_TW |
dc.relation.reference (參考文獻) | [2] Bostrom, R. P. “Research in Creativity and GSS,” Proceedings of the Thirty-First Hawaii International Conference on Systems Sciences, IEEE, Kohala Coast, HI, USA, Volume: 6, pp. 391-405, 1998. | zh_TW |
dc.relation.reference (參考文獻) | [3] Chang, C. Y., Weng, Y. H., “An Exploratory Study on Students’ Problem-Solving Ability in Earth Sciences,” International Journal of Science Education, 24(5), pp. 441-451, 2002. | zh_TW |
dc.relation.reference (參考文獻) | [4] Chang, C. Y., Barufaldi, J. P., Lin, M. C., Chen, Y. C., “Assessing tenth-grade students’ problem solving ability online in the area of Earth sciences,” Computers in Human Behav-ior, 2007. | zh_TW |
dc.relation.reference (參考文獻) | [5] Csikszentmihalyi, M., “Society, culture, person: A systems view of creativity,” The nature of creativity, Cambridge University Press, In R. J. Sternberg (Ed), pp. 325-339, 1988. | zh_TW |
dc.relation.reference (參考文獻) | [6] Csikszentmihalyi, M., Creativity, New York: HarperCollins, 1996. | zh_TW |
dc.relation.reference (參考文獻) | [7] Cohen, J. Statistical power analysis for the behavioral sciences, Hillsdale, NJ: Erlbaum, 1988. | zh_TW |
dc.relation.reference (參考文獻) | [8] Cohen, W. W., Ravikumar, P., Fienberg, S. E. “A Comparison of String Distance Metrics for Name-Matching Tasks,” Proceedings of 18th International Joint Conference on Artifi-cial Intelligence, Mexico, pp.73-78, 2003. | zh_TW |
dc.relation.reference (參考文獻) | [9] Collins, A, Ferguson, W., “Epistemic Forms and Epistemic Games: Structures and Strate-gies to Guide Inquiry,” Educational Psychologist, 28(1), pp. 25-42, 1993. | zh_TW |
dc.relation.reference (參考文獻) | [10] Couger, J. D. and Dengate, G., “Measurement of creativity of I.S. products,” Proceedings of the 25th Annual Hawaii International Conference on System Sciences, pp. 288-298, 1992. | zh_TW |
dc.relation.reference (參考文獻) | [11] Couger, J. D., Creativity and Innovation in Information Systems Organizations, Boyd and Fraser, Danvers, MA, 1996. | zh_TW |
dc.relation.reference (參考文獻) | [12] Cyert, R. M., & March, J. G. Behavioral theory of the firm, Prentice-Hall, 1963. | zh_TW |
dc.relation.reference (參考文獻) | [13] De Bono, E. Lateral Thinking: Creativity Step by Step. Harper Colophon Books, New York, 1973. | zh_TW |
dc.relation.reference (參考文獻) | [14] Dewan, R. M., Hansen, S. C. “The role of user capability and incentives in group and in-dividual decision support systems: An economics perspective,” Decision Support Systems, 12(1), pp. 25-40, August 1994. | zh_TW |
dc.relation.reference (參考文獻) | [15] Diehl, M., Stroebe, W., “Productivity loss in brainstorming groups: Toward the solution of a riddle,” Journal of Personality and Social Psychology, Volume 53, pp. 497-509, 1987 | zh_TW |
dc.relation.reference (參考文獻) | [16] Donmez, P., Rose, C. P., Stegmann, K., Weinberger, A., and Fischer, F. “Supporting CSCL with Automatic Corpus Analysis Technology,” Proceedings of Computer Sup-ported Collaborative Learning, 2005. | zh_TW |
dc.relation.reference (參考文獻) | [17] Duncan, N. and Paradice, D., “Creativity in GDSS: An integration of creativity, group dynamics, and problem solving theory,” Proceedings of the Twenty-Fifth Hawaii Interna-tional Conference on Systems Sciences, Kauai, Hawaii, 1992. | zh_TW |
dc.relation.reference (參考文獻) | [18] Getzels, J. W., & Csikszentmihalyi, M. The creative vision: A longitudinal study of prob-lem finding in art, New York: Wiley, 1976. | zh_TW |
dc.relation.reference (參考文獻) | [19] Guilford, J. P. The nature of human intelligence, New York: McGraw-Hill, 1967. | zh_TW |
dc.relation.reference (參考文獻) | [20] Huang, C-C., Wang, H-C., Li, T-Y., & Chang, C-Y., “An Online Testing and Analysis System for Creative Problem-Solving Ability in Sciences,” Proceedings of the 10th An-nual Global Chinese Conference on Computers in Education (GCCCE 2006), Beijing, China, 2006. | zh_TW |
dc.relation.reference (參考文獻) | [21] Huang, C-C., Li, T-Y., Wang, H-C., & Chang, C-Y., “Idea Storming Cube: A Game-based System to Support Creative Thinking,” Proceeding of the First IEEE Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2007), Jhongli, Taiwan, 2007. | zh_TW |
dc.relation.reference (參考文獻) | [22] Huang, C-C., Li, T-Y., Wang, H-C., & Chang, C-Y., “A Collaborative Support Tool for Creativity Learning: Idea Storming Cube,” Proceeding of the 7th IEEE Intrnational Con-ference on Advanced Learning Technologies (ICALT 2007), Japan, 2007. | zh_TW |
dc.relation.reference (參考文獻) | [23] Lamm, H., Trommsdorff, G., “Group versus individual performance on tasks requiring ideational proficiency (brainstorming),” European Journal of Social Psychology, Volume 3, pp. 361-387, 1973 | zh_TW |
dc.relation.reference (參考文獻) | [24] Nagasundaram, M. and Bostrom, R. P. “Structuring Creativity with GSS: An Experi-ment.” Proceedings of the First Americas Conference on Information Systems, Pittsburgh, PA. pp. 25-27, 1995. | zh_TW |
dc.relation.reference (參考文獻) | [25] Nijstad, B. A., and Stroebe, W. “How the group affects the mind: a cognitive model of idea generation in groups,” Personality and Social Psychology Review, 10(3), pp. 186-213, 2006. | zh_TW |
dc.relation.reference (參考文獻) | [26] Massetti, B. “An empirical examination of the value of creativity support systems on idea generation.” MIS Quarterly, 20(1), pp. 83-97, 1996. | zh_TW |
dc.relation.reference (參考文獻) | [27] McLean, J. E., & Ernest, J. M. “The role of statistical significance testing in educational research,” Research in the schools, 5(2), pp. 15-22, 1998. | zh_TW |
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