Publications-Theses
Article View/Open
Publication Export
-
Google ScholarTM
NCCU Library
Citation Infomation
Related Publications in TAIR
題名 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作者 黃俊傑
Huang,Chun-Chieh貢獻者 李蔡彥<br>張俊彥
Li,Tsai-Yen<br>Chang,Chun-Yen
黃俊傑
Huang,Chun-Chieh關鍵詞 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日期 2006 上傳時間 17-Sep-2009 14:02:59 (UTC+8) 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。
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.描述 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 資料類型 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 1CHAPTER 2 Literature Review 42.1 Theoretical background of creativity 42.2 Game for learning 52.3 Computer support collaboratively for creativity learning 62.3.1 Group Support System 62.3.2 Creativity Support Tool 82.3.3 Bounded Rationality 92.4 Pervious and related study 10CHAPTER 3 Idea Storming Cube: an online group creativity support tool 123.1 Putting all into a Magic Cube 123.2 Design of limited view to explore ideas in the brainstorming process 133.3 Design of game-based creativity learning environment 153.4 System architecture 173.5 User modeling in ISC 183.5.1 Formal User Profile (fUP) 183.5.2 fUP Analysis Agent 213.5.3 Brainstorming with User Profile Contrast Agent (UPCA) 243.6 Learning strategies: Basic Mode versus Agent-Assisting Mode 293.6.1 Basic mode interaction design 303.6.2 Agent-assisting mode interaction design 313.7 Use Case 35CHAPTER 4 Pilot study on game situation for creative thinking 404.1 Pilot design 404.2 Data Analysis 414.3 Results 42CHAPTER 5 Main Study 465.1 Participants in the experiment 465.2 Experimental design 465.3 Brainstorming with different supportive mechanisms 485.4 Measurement 505.5 Data analysis 525.6 Results 535.6.1 Individual-level outcome 535.6.2 Group-level outcome 575.6.3 Transfer test 615.7 Discussion 62CHAPTER 6 Conclusion 66REFERENCES 69APPENDIX A 73APPENDIX B 75APPENDIX C 76APPENDIX D 77APPENDIX E 79 zh_TW dc.format.extent 44657 bytes - dc.format.extent 69618 bytes - dc.format.extent 64030 bytes - dc.format.extent 35034 bytes - dc.format.extent 37679 bytes - dc.format.extent 67978 bytes - dc.format.extent 844348 bytes - dc.format.extent 74239 bytes - dc.format.extent 198375 bytes - dc.format.extent 17412 bytes - dc.format.extent 39929 bytes - dc.format.extent 229729 bytes - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.format.mimetype application/pdf - dc.language.iso en_US - 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 dc.relation.reference (參考文獻) [28] Mednick, S.A. “The associative basis of the creative process,” Psychological review, Vol-ume 69, 220-232, 1962. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [31] Osborn, A. F. Applied imagination (rev. Ed.). New York: Scribner’s, 1953. zh_TW dc.relation.reference (參考文獻) [32] Prensky, M., “Digital game-based learning,” Computers in Entertainment, Volume: 1, pp. 21, 2003. zh_TW dc.relation.reference (參考文獻) [33] Shaffer, D. W., “Epistemic Games,” Innovate, 1(6), 2005. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [36] Simon H. A. Models of Man, New York: Wiley, 1957. zh_TW dc.relation.reference (參考文獻) [37] Simonton, D. K. Scientific genius, Cambridge University Press, 1988. zh_TW dc.relation.reference (參考文獻) [38] Simonton, D. K. “Political pathology and societal creativity,” Creativity Research Journal, 3(2), pp. 85-99, 1990. zh_TW dc.relation.reference (參考文獻) [39] Stein, M. I. “Creativity and culture,” Journal of Psychology, 36, pp. 311-322, 1953. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [41] Sternberg, R. J. (Ed.). Handbook of creativity, New York: Cambridge University Press, 1999. zh_TW dc.relation.reference (參考文獻) [42] Torrance, E. P., Torrance Tests of Creative Thinking, Lexington, MA: Personnel Press, 1974. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW dc.relation.reference (參考文獻) [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. zh_TW