The purpose of this thesis is to investigate how students on the computer game development program at Ljud och bild skolan, define creativity and what they experience strengthen respective weakens their creative ability. The Swedish “gymnasieskola” (Upper secondary school) has an assignment to stimulate student’s creativity, an ability described as one of the most important skills today by leading expertise in pedagogic. However, several teachers in Sweden believe there is a lack of research concerning creativity in schools. By both interviewing and conducting a survey regarding the student’s view on creativity, evidence have been found to suggest that all partaking students had a similar view on creativity. The most frequent answer when asked about creativity was the ability to come up with unique solutions to problems by “thinking outside of the box”. The result of the study points to a few different factors being important on strengthen the student’s perceived creativity; the importance of inspiration material such as music and video games being the most important. As for factors that weakened their creativity; stress, tiredness and bad work environment were seen as the main reasons.The main two conclusions from the study are the lack of up-to-date research around students and their perceived creativity and the importance to include student’s own thoughts and ideas in the process.
Identifer | oai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-32491 |
Date | January 2018 |
Creators | Söderholm, Mats |
Publisher | Malmö universitet, Fakulteten för lärande och samhälle (LS), Malmö universitet/Lärande och samhälle |
Source Sets | DiVA Archive at Upsalla University |
Language | Swedish |
Detected Language | English |
Type | Student thesis, info:eu-repo/semantics/bachelorThesis, text |
Format | application/pdf |
Rights | info:eu-repo/semantics/openAccess |
Page generated in 0.0021 seconds