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FUTURELAB SERIES

REPORT 4:

Literature Review in Creativity,


New Technologies and Learning
Avril M. Loveless, School of Education, University of Brighton
FUTURELAB SERIES

REPORT 4: CONTENTS:

EXECUTIVE SUMMARY 2

Literature Review in Creativity, SECTION 1


INTRODUCTION 6
New Technologies and Learning SECTION 2
WHAT IS THE ROLE OF
CREATIVITY IN EDUCATION? 7
Avril M Loveless, School of Education
SECTION 3
University of Brighton WHAT ARE THE POTENTIAL
ROLES FOR DIGITAL
TECHNOLOGIES IN
SUPPORTING CREATIVITY? 11

SECTION 4
AIMS HOW MIGHT WE TEACH FOR
CREATIVITY WITH DIGITAL
This review is intended to provide: TECHNOLOGIES? 13

1 a sound theoretical and empirically SECTION 5


HOW ARE PEOPLE USING
informed basis for prototype DIGITAL TECHNOLOGIES
development of digital learning CREATIVELY? 15
resources to support the teaching
and learning of creativity SECTION 6
HOW CAN WE ASSESS
CREATIVITY, LEARNING AND
2 a sound theoretical and empirically DIGITAL TECHNOLOGIES? 25
informed basis for informing policy on SECTION 7
the teaching and learning of creativity WHAT ARE THE
IMPLICATIONS FOR
PRACTICE, CURRICULUM
3 a basis for communication between the AND DESIGN? 27
educational research community and
SECTION 8
the commercial sector on the subject of
WHAT ARE SOME OF
the teaching and learning of creativity THE BARRIERS? 29
with ICT.
BIBLIOGRAPHY 31

This report has been designed to enable both rapid identification


of the key findings and in-depth exploration of the literature.

The key findings and implications of the report are presented within the
Executive Summary and Implications Sections. The main body of the review enables
readers to explore in more detail the background to these headline issues.

1
EXECUTIVE SUMMARY

EXECUTIVE SUMMARY accessible or immediate without new


technologies. Such accessibility and
In recent years people in many sectors flexibility, however, present challenges
of society have expressed disquiet about to teachers and schools in confronting
a lack of creativity in the curriculum. present models of resources, timetables,
From Telford to Tokyo artists, writers, curriculum and assessment requirements,
performers, teachers, psychologists, which can inhibit learners’ engagement
philosophers and representatives of the with creative processes and lead to a
cultural and commercial industries have superficial or fragmented focus on
warned against the consequences of products. Creativity can be promoted and
constraining children and young people’s extended with the use of new technologies
creative potential. where there is understanding of, and
creativity can opportunities for, the variety of creative
What then, might we mean by ‘creativity’? processes in which learners can engage.
be regarded as Creativity can be regarded as not only a Key issues to be discussed by those
an essential quality found in exceptional individuals, but interested in creativity in education include
also as an essential life skill through which the understandings of ‘creativity’; the
life skill people can develop their potential to use features of ICT which enable learners to
their imagination to express themselves, be creative; the creative activities which are
and make original and valued choices in already going on and the contexts in which
their lives. Societies of the 21st century learners can realise their creative potential.
require active participation in the fast-
changing ‘Knowledge Age’ in which
there is an interaction between people, WHAT IS THE ROLE OF
communities, creative processes, knowledge CREATIVITY IN EDUCATION?
domains and wider social contexts.
The British Government responded to
What is the role of digital technologies in the debates about creative and cultural
these processes? Digital information and education to meet the economic,
communications technologies (ICT) can be technological and social challenges of
seen as a set of tools which can be chosen the 21st century by initiating a range of
as and when they are appropriate in the projects to enhance learners’ creative
creative process. In addition, it can be experiences. The potential of digital
argued that the characteristics of ICT can technologies to enable new forms of
also make a distinctive contribution to engagement, access and educational
those processes, providing new tools, achievement is recognised in the
media and environments for learning to development of proposals such as ‘Culture
be creative and learning through being Online’ - a service offering interactive
creative. Learners and teachers can use access to national arts and cultural
ICT to support imaginative expression, resources through the internet and digital
autonomy and collaboration, fashioning television. Providing access to culture
and making, pursuing purpose, being through the internet does not, however,
original and judging value. ICT can offer make the experience creative in itself, and
opportunities to be creative in authentic our perceptions of what we might mean
contexts in ways which have not been as by ‘creativity’ need to be explored.

2
REPORT 4
LITERATURE REVIEW IN CREATIVITY, NEW TECHNOLOGIES AND LEARNING
AVRIL M. LOVELESS, SCHOOL OF EDUCATION, UNIVERSITY OF BRIGHTON

Understandings of the nature of creativity WHAT ARE THE POTENTIAL ROLES understandings
have changed in scope and depth over the OF DIGITAL TECHNOLOGIES IN
last hundred years. Many have focused on of the nature of
SUPPORTING CREATIVITY?
the characteristics of exceptional creativity have
individuals in our culture, from van Eyk to
The use of the term ICT is inadequate to changed in scope
Van Gogh, Darwin to Dawkins, Telemann to
describe the variety of technologies,
Thelonius Monk. More recently there has and depth over
settings and interventions through which
been an acknowledgement of the creative
new technologies have an impact on the last hundred
potential of all individuals in different
people’s lives. Digital technologies exhibit
knowledge domains, or subjects not years
features of provisionality, interactivity,
confined to traditional definitions of the
capacity, range, speed and automatic
‘arts’ or ‘sciences’. An ethos which
functions which enable users to do things
encourages creativity in different
that could not be done as effectively, or at
communities and environments also has
all, using other tools. People who are ‘ICT
an influence on individuals and groups.
capable’ are certainly able to use a variety
Creativity can now be recognised and
of skills and techniques with particular
valued at the level of individuals, peer-
technologies. More importantly, they are
groups or the wider society and considered
also able to understand the reasons why
as an essential element in participating in
digital technologies might be appropriate
and contributing to the life and culture of
for particular tasks and situations, make
society. There have been many attempts to
informed choices in their use, evaluate
define ‘creativity’ and useful theoretical
their impact and be open to new
frameworks have been formulated which
developments and possibilities. It is the
describe the interaction between qualities
interaction between the distinctive features
in people and communities, creative
of ICT and the characteristics of creativity
processes, subject areas and social
that opens up new perspectives on the
contexts. The National Advisory Committee
development of creativity in education.
on Creative and Cultural Education
(NACCCE) draws upon a range of
conceptualisations of creativity and
presents a definition which is a useful HOW MIGHT WE TEACH FOR
framework for educators - ‘imaginative CREATIVITY WITH DIGITAL
activity fashioned so as to produce TECHNOLOGIES?
outcomes that are both original and of
value’. This definition is helpful in that it Teaching for creativity with digital
expresses five characteristics of creativity: technologies presents challenges in two
using imagination; a fashioning process; areas – the use of ICT to support creativity
pursuing purpose; being original and in traditional settings such as schools,
judging value. Creativity in education can and the development of ICT resources
encompass learning to be creative in order to support innovation in new learning
to produce work that has originality and environments for creative activity and
value to individuals, peers and society, as collaboration. Within the more familiar
well as learning to be creative in order to settings of schools and classrooms,
support ‘possibility thinking’ in making models of access to ICT resources
choices in everyday life. should reflect characteristics of creative

3
EXECUTIVE SUMMARY

environments and teaching strategies support approaches to creativity and


which include: exploit the features of digital technologies
in processes such as:
• awareness of the ways in which
creativity is related to knowledge across • developing ideas: supporting
the curriculum imaginative conjecture, exploration
• opportunities for exploration and play and representation of ideas
with materials, information and ideas; • making connections: supporting,
• opportunities to take risks and make challenging, informing and developing
mistakes in a non-threatening ideas by making connections with
atmosphere information, people, projects and
resources
the designs • opportunities for reflection,
resourcefulness and resilience • creating and making: engaging in
of new making meanings though fashioning
• flexibility in time and space for the processes of capture, manipulation
communications different stages of creative activity and transformation of media
technologies for • sensitivity to the values of education • collaboration: working with others
which underpin individual and local
creative interest, commitment, potential and
in immediate and dynamic ways to
collaborate on outcomes and
interactions are quality of life construct shared knowledge
presenting • teaching strategies which acknowledge • communication and evaluation:
‘teaching for creativity’ as well as publishing and communicating
challenges to ‘teaching creatively’. outcomes for evaluation and critique
expectations of from a range of audiences.
traditional The designs of new communications
technologies for creative interactions are These activities are not always discrete
classroom presenting challenges to expectations of or sequential and there can be
settings traditional classroom settings in terms of synchronicity in their expression and
spaces, time, portability, connectivity and overlap of applications for different
flexibility for individuals and communities. purposes. Examples of such activities
Learners can engage in a range of range from using simulations and
activities, from using interactive adventure games to explore the question
whiteboards and wireless portable ‘what would happen if…?’, to publishing
computers, to working together in hypertext stories or constructing avatars
virtual spaces to exchange and build to meet and interact in three-dimensional,
ideas and artefacts. virtual worlds. This wealth of activity
illustrates how children and young
people are able to use ICT to demonstrate
HOW ARE PEOPLE USING DIGITAL creative characteristics in the interaction
TECHNOLOGIES CREATIVELY? between people and processes in subject
areas which are authentic, relevant
Many learners and teachers have and challenging.
established a wide range of activities to

4
HOW CAN WE ASSESS CREATIVITY, WHAT ARE THE IMPLICATIONS
LEARNING AND DIGITAL FOR PRACTICE, CURRICULUM
TECHNOLOGIES? AND DESIGN?

Attempts to produce methods for the Thinking about the potential of digital
assessment of creativity have not been technologies to promote teaching and
straightforward, and few of the many learning for creativity raises a number of
instruments and tests devised have been issues for teachers’ work in classrooms
able to measure the concept adequately. and informal sessions, for teacher
There are tensions between assessment of education and for the types of questions
creative activities for different reasons. Do investigated in research. It is important to
we want measures of creativity for ‘high realise that there are a number of
stake standards’, such as statutory tests frameworks for describing and supporting
and national examinations? Do we want our shared understanding of creativity, and
to be able to assess creativity in order recognise that the use of digital
to give feedback to individuals on their technologies can make a unique
achievements and ways forward for contribution to creative processes. It will
progression? Do we want to have means be challenging to approach the planning
to recognise and celebrate meaningful and and management of creative learning
original personal expression? Assessment environments and develop confidence in
of pupils’ ICT capability is no less appropriate teaching strategies. The
problematic. It is easier to identify whether design of strategies for assessment of
pupils can or can’t use particular skills pupils’ creativity with ICT will be complex,
and techniques than to find correlations and will need to recognise the ways in
between the use of these techniques and which our understanding of the interaction
their attainment in other subjects. It is not between creativity and digital technologies
easy to use traditional measures and tests is emerging from practice and reflection.
to identify the indirect effects of the use We can therefore learn much from careful attempts
of ICT on motivation, attitude, problem- case studies of each other’s experiences
solving capability, critical thinking and and discussion of a range of imaginative
to produce
information handling abilities. Some research methodologies for further methods for the
teachers and researchers have developed investigation. Lastly we need to continue in
positive approaches to the complexity our attempts to find ways in which we can
assessment of
of assessment by using dimensions describe, explain and analyse our creative creativity have
along a range of criteria for the use practices with ICT, in order to contribute
of technologies to support creative to theoretical frameworks which are
not been
processes. Many have recognised that useful to educators in a variety of contexts. straightforward
traditions and expertise in assessment
in both art and media education can
inform approaches to peer review, WHAT ARE SOME OF THE BARRIERS?
evaluation and formative assessment,
recognising the unique contributions The review has indicated that there are key
of new technologies. factors which underpin creative processes
and have an impact on the success of

5
SECTION 1

INTRODUCTION

teaching for creativity, and that digital understood as the computational


technologies can play a distinctive role in psychology of Artificial Intelligence (Boden
both of these aspects of creativity and 1992); or reflected in neurobiological
learning. There are, however, barriers to processes (Zeki 2001). Prentice highlights
the development of creativity in traditional the dangers of using a ‘complex and
educational settings, in that the creative slippery concept’ leading to confusions and
ethos of schools and classrooms and the contradictions which do not help educators
approaches to the uses of ICT will need to to focus on the purpose and possibilities of
be addressed. Neither are insurmountable, creative processes in the curriculum:
but each needs to be recognised as a
constraint upon learners realising the Too often the case for creativity is made
potential of the creative use of digital either in general terms that do little more
technologies. than assert that it is intrinsically a good
thing for each individual to have a dose of,
It is said that fear and vanity are often the or more narrowly in instrumental terms
two emotions which prevent us from that link it to the economy.
realising our potential in many areas of (Prentice 2000, p147)
life, and addressing them takes
confidence, trust and courage in Bold claims are made for the expression
individuals and within communities. New of creativity in children and young people
approaches to flexibility and exploration in through the use of new technologies, from
ways of working, teaching strategies, mobile phones to digital video and music.
curriculum, assessment and management International governments’ policies reflect
of time and resources in schools could be a priority for the use of ICT in the spheres
tried, but this will require the of education and culture (Sharp and Le
encouragement of an ethos of creative Metais 2000), and awards are granted to
challenge and celebration of imagination individuals and organizations that use
and ‘possibility thinking’ for teachers, technology creatively to benefit society
learners and designers. (Rosencrance 2000). Commentators on
the convergence of digital technologies in
entertainment such as TV and video games
1 INTRODUCTION state that audiences are getting new
creative options (Fishcetti 2000), and
The focus of the review is on the computer games are an emerging art
interaction between characteristics of form (Jenkins 2000). Sectors of the
creativity in people, communities, subject creative industries are able to draw upon
domains and social contexts, and features the ease and availability of digital
fear and vanity of digital technologies which make a production, reproduction and distribution,
are often the two distinctive contribution to those processes. and consumers of cultural ‘products’,
The term ‘creativity’ had been defined in from texts to performances, can also be
emotions which wide-ranging ways. These include potential producers (Blythe 2001). Yet
prevent us from descriptions of creative processes as some critics assert that the presence of
‘spiritual paths’ (Nachmanovitch 1990); or computers stifles children’s experiences
realising our a seeming mystery and paradox which of play, community and creativity and
potential needs to be ‘tamed’ in order to be constrains opportunities for physical

6
SECTION 2

WHAT IS THE ROLE OF


CREATIVITY IN EDUCATION?

experiences in a range of media and literature in order to inform the debate thinking about
social settings (Healy 1998). among educators, policy makers,
The British Government has responded to technology developers and the wider the concept of
the debates about creative and cultural community. It emphasises the complexities creativity has
education to meet the economic, of the interaction between a variety of
technological and social challenges of the factors in the consideration of creativity, changed in
21st century. The Minister of State for the ICT and learning, in contrast to a clear recent years
Arts, Baroness Blackstone, identified a distinction between ICT as an ‘Electronic
range of projects and initiatives to Prometheus’ (Kirschenmann 2001) or a
enhance learners’ experiences of the ‘Fool’s Gold’ (Cordes and Miller 2000).
creative arts. These initiatives highlight the
role of new technologies in developing
particular projects. The potential of digital 2 WHAT IS THE ROLE OF
technologies to enable new forms of CREATIVITY IN EDUCATION?
engagement, access and educational
achievement is recognised in the
2.1 HOW HAS CREATIVITY
development of proposals such as ‘Culture
Online’ - a service offering interactive BEEN DEFINED?
access to national arts and cultural
resources through the internet and digital 2.1.1 WHAT ARE SOME KEY
television. BBC Education produces THEMES IN DEFINING CREATIVITY?
programming and content for television,
radio and the BBC Learning website and, The development of different perspectives
at the time of writing (summer 2002), a in describing creativity has been traced,
digital Curriculum Online is being from the concerns of the 1950s to 1970s in
developed to supply digital content for areas of personality, cognition and the
schools (Blackstone 2002). The National stimulation of creativity in individuals, to
Foundation for Educational Research in the awareness in the 1980s and 1990s of
England and Wales (NFER) carried out a the influence of environments and social
thematic review on behalf of the contexts on the creativity of individuals,
Qualifications and Curriculum Authority groups and organizations (Rhyammar and
(QCA), focusing on information from 19 Brolin 1999). Cropley (2001) reviews a
educational systems to provide a range of attempts to classify creativity:
comparative analysis of the arts, creativity from Guilford’s address to the American
and cultural education. The potential of Psychological Association in 1949 in which
new technology to provide resources for he called for attention to ‘divergent’
arts education was recognised in many thinking in human psychology, to the
countries (Sharp and Le Metais 2000). At imperative to consider the role of creativity
the time of writing the QCA is also in successful technological and economic
undertaking a literature review in the area ventures after the shock to the US of
of Creativity and Education and developing Sputnick in 1957. He identifies common
materials which will be available in 2003. elements to the variety of discussions of
creativity – novelty, effectiveness and
This review attempts to present a ethicality - and focuses his approach to
framework of themes arising from the creativity on people demonstrating

7
SECTION 2

WHAT IS THE ROLE OF


CREATIVITY IN EDUCATION?

characteristics and interacting with others A key issue in discussing and defining
in environments congenial to creativity. creativity is whether the focus is upon
Jeffrey and Craft argue that thinking about exceptional creative individuals, such as
the concept of creativity has changed in Albert Einstein or Charlie Parker, who shift
recent years and suggest that current paradigms in society’s ways of knowing, or
creativity discourse also encompasses: upon all individuals and their potential for
self-actualisation through ‘little c
• ‘operating in the economic creativity’ or ‘possibility thinking’
and political field supporting people in making choices in
• acting as a possible vehicle for everyday life (Craft 2000). It is this broader
individual empowerment in institutions view of promoting creativity in all
and organizations; and individuals which underpins this paper.

• being used to develop effective


learning’. (Jeffrey and Craft 2001, p3)
2.1.2 CREATIVITY IN INDIVIDUALS

There have been several recent reviews of A useful starting point for considering
the literature which help to describe and frameworks for creativity is to consider
theorise understandings of the nature of characteristics in individuals. Examples of
creativity (Yeomans 1996; Dust 1999; personal qualities of creative individuals
Rhyammar and Brolin 1999; Sternberg have been collated by Shallcross (1981)
1999; Beattie 2000; Craft 2000; Edwards and described as: openness to experience;
2000 - 2001; Cropley 2001). Dust’s review independence; self-confidence; willingness
(1999) draws upon the work of a number of to take risk; sense of humour or
researchers such as Barron, Gardner and playfulness; enjoyment of experimentation;
Csikszentmihalyi to discuss the processes sensitivity; lack of a feeling of being
and levels of creativity, the characteristics threatened; personal courage;
of creative individuals and the role played unconventionality; flexibility; preference for
by the domain of endeavour and the wider complexity; goal orientation; internal
society. The review addresses the stated control; originality; self-reliance;
aims of the National Endowment for persistance (cited in Craft 2000, p13).
Science, Technology and the Arts (NESTA), Another perspective on the personal
making recommendations for achieving qualities of creative individuals is
the objectives of exploration, exploitation described in Sternberg and Lubart’s
and explanation in order to fulfil the main ‘confluence model’, in which six resources
aim to promote talent, innovation and converge: intellectual abilities; knowledge;
creativity in the fields of science, styles of thinking; personality; motivation
technology and the arts. Craft reminds us and environment (Sternberg and Lubart
that much of the work cited in the 1999). Gardner presents a pluralist theory
literatures has been undertaken in the US, of mind which recognises multiple
UK and Europe and the debate needs to intelligences in individuals (Gardner 1983;
acknowledge the possibilities of ‘cultural Gardner 1996).
saturation’ in western concepts of
creativity which might limit our Csikszentmihalyi identifies a common
understandings of creativity in other characteristic of creative people as ‘flow’ –
cultures (Craft, 2000, p14). the automatic, effortless, yet highly

8
focused state of consciousness when asserts that creativity involves people
engaged in activities, often painful, risky or having agency over their environment,
difficult, which stretch a person’s capacity being able to make and act upon choices
whilst involving an element of novelty or to be creative and inventive. People can
discovery (Csikszentmihalyi 1996). He adapt to existing problems and find ways of
elaborates the description of this getting round them, or innovate and do
characteristic in identifying nine things differently. Creativity involves being
elements which such activity provides: in relationship with oneself, other people
and with subject domains, and such
• clear goals relationships can also be reflected in the
• immediate feedback need for an audience and feedback for the
outcomes of creative activity. She also
• balance between challenges and skills includes discussion of people’s multiple intuition,
• merging of action and awareness facets of mind or intelligences, including
unconscious intelligence and ‘flow’ as well rumination,
• elimination of distractions
as essentialist personality factors. The reverie, even
• lack of fear of failure description of creative processes in Craft’s
• lack of self-consciousness framework identifies the impulse or source boredom play
of creativity which feeds the unconscious, a role in
• distortion of sense of time
intuitive, spiritual and emotional levels,
• autotelic activity (enjoyment for which in turn support levels of creativity and
its own sake). imagination, problem-solving and problem-solving
divergent thinking. Being able to take
Individual states of intuition, rumination, risks is the next level in which the person
reverie, even boredom play a role in engages in the ‘creativity cycle’ of
creativity and problem-solving, and some preparation, letting go, germination,
studies indicate how creativity is enhanced assimilation, completion and preparation.
in a state of reverie and imagery (Lynn and These processes express, shape and
Rhue 1986; Claxton 1999; Claxton 2000). encourage creativity as an approach to life.
Such states are not just ‘letting it flow’ or
‘leaving it to luck’, but acknowledging a Domains are suggested in her framework
way of knowing which is not necessarily as a way of describing ways of knowing
conscious and draws upon resources of beyond rigid subject definitions, and open
knowledge, skill and experience in order to up the consideration of creativity in all
make new combinations, explorations and areas of knowledge, not just the traditional
transformations (Boden 2001). ‘arts’ or ‘creative subjects’. The term
‘creative subjects’ refers to curriculum
areas broadly corresponding to Bell’s
2.1.3 CREATIVITY IN SUBJECTS framework for ‘Education through the Arts’
(Bell 2000, p11):
A different conceptual framework for
describing creativity acknowledges the • visual and performing arts, minimally
influence of a range of researchers in the music/art/drama including dance
field, yet presents a holistic view of people, • designing and making, minimally three-
processes and domains (Craft 2000). She dimensional design including crafts,

9
SECTION 2

WHAT IS THE ROLE OF


CREATIVITY IN EDUCATION?

technology and the built environment Csikszentmihalyi develops his discussion


• written arts, minimally poetry-making, of the field as a component of creativity
creative writing and more broadly the wherein other individuals act as
literary arts including story-telling. ‘gatekeepers’ to a domain by recognising,
preserving and remembering creative
outcomes (Csikszentmihalyi 1996). He
Such a conceptualisation of creativity presents a systems model in which
highlights the interactions of personal creativity is in the interaction between a
qualities and creative processes within person’s thoughts and actions, their
subject domains and areas of the knowledge and skills within a domain and
curriculum. Beattie (2000) cites Fishkin’s a sociocultural context which can
use of the term ‘germinal creativity’ to encourage, evaluate and reward. In such
describe young people’s creative potential a systems model, the recognition and
creativity as they develop their knowledge and value of creativity is related as much to
involves being in understanding of particular domains the wider context of domains and fields
(Fishkin 1998). as to individuals. This has important
relationship with
implications for thinking about creativity
oneself, other and learning, where the context could be a
people and with 2.1.4 CREATIVITY AS A school classroom or a large corporation
SOCIAL PRACTICE which can either nurture or dismiss the
subject domains development of creative individuals, groups
The importance of the social and cultural and communities.
context in which people demonstrate
creativity must also be considered. Recent
research in communities of practice also 2.2 WHAT IS THE PLACE OF
presents a view of learning as social, CREATIVITY IN EDUCATION?
situated and characterised by interaction
and communication between individuals ‘Creativity is an essential life skill, which
(Lave and Wenger 1991; Wenger 1998). needs to be fostered by the education
Leach (2001) cites examples of creative system(s) from the early years onward’
individuals, such as Nobel Prize winners or (Craft 1999, p137). Such a statement
musicians, who benefited from association emphasises the importance of playfulness,
with other creative people within their imagination and creativity in learning for
communities which supported and children, young people and adults and the
celebrated the creative process. Feldman, role that schools might play in promoting
Csikszentmihalyi and Gardner (1994) these qualities in learning experiences
propose that creativity arises from the (Anning 1994; Shagoury-Hubbard 1996;
interaction between the ‘intelligence’ of Whitaker 1997).
individuals, the domain or areas of human
endeavour, disciplines, crafts or pursuits, The National Advisory Committee on
and the field, such as people, institutions, Creative and Cultural Education (NACCCE)
award mechanisms and ‘knowledgeable responded to the 1997 UK Government
others’ through which judgements of White Paper ‘Excellence in Schools’ by
individual performances in society presenting a report that argued for a
are made. national strategy in creative and cultural

10
SECTION 3

WHAT ARE THE POTENTIAL


ROLES OF DIGITAL TECHNOLOGIES
IN SUPPORTING CREATIVITY?

education to ensure a broad and flexible and creative teaching (Jeffrey 2000;
education that recognised the talents of Prentice 2000; Joubert 2001). The five
all children. The report, ‘All Our Futures’, elements arising from the NACCCE
defined creativity as, ‘imaginative activity definition can be used with the interactive
fashioned so as to produce outcomes that dimensions of people and communities,
are both original and of value’ (NACCCE processes, domains, and fields, discussed
1999, p29). This definition is helpful in in the definitions of creativity in Section
that it expresses five characteristics 2.1, to provide a framework to describe the
of creativity: contribution of ICT to creativity in learning.

• using imagination – the process of


imagining, supposing and generating 3 WHAT ARE THE POTENTIAL ROLES
ideas which are original, providing an OF DIGITAL TECHNOLOGIES IN
alternative to the expected, the
SUPPORTING CREATIVITY?
conventional, or the routine
• a fashioning process – the active and The use of the term ICT as a single term is
deliberate focus of attention and skills inadequate to describe the range of
in order to shape, refine and manage technologies and the wide variety of
an idea settings and interventions in which they
• pursuing purpose – the application are used. McFarlane argues that there is a
of imagination to produce tangible need for a more detailed and developed
outcomes from purposeful goals. discourse to reflect the relationship
motivation and sustained engagement between a form of ICT, the way in which it
are important to the solving of the is used and any impact it may have on the
problem users, from using word processors for
writing letters to monitoring and
• being original – the originality of an
measuring environmental changes with
outcome which can be at different levels
sensors (McFarlane 2001). Tolmie also the provisionality
of achievement: individual originality in
draws attention to the need to consider the
relation to a person’s own previous
complexities of the contexts in which ICT of ICT enables
work; relative originality in relation to a
resources are used, rather than expect a users to make
peer group; and historic originality in
blanket take-up which produces uniform
relation to works which are completely
outcomes for all pupils in all situations changes, try out
new and unique
(Tolmie 2001). Kennewell considers the alternatives and
• judging value – the evaluative mode of analysis of the effects of ICT in
thought which is reciprocal to the combination with other factors and keep a ‘trace’ of
generative mode of imaginative activity describes a framework for using the development
and provides critical, reflective review affordances and constraints of ICT in
from individuals and peers. educational settings (Kennewell 2001). In of ideas.
this paper, the use of the term ICT implies Interactivity can
The NACCCE framework and report raises the broad range of information and
questions about the nature and purposes communications technologies which can engage users
of creative experiences for learners in be used for different purposes by learners at a number
schools and communities, and the and teachers in many situations.
distinction between teaching for creativity
of levels

11
SECTION 3

WHAT ARE THE POTENTIAL


ROLES OF DIGITAL TECHNOLOGIES
IN SUPPORTING CREATIVITY?

the speed and Digital technologies exhibit features which capability in knowing, not only how to
can be exploited by users in order to make search the world wide web or manipulate a
automatic a distinctive contribution to activities, that digital photograph, but also why and when
functions of ICT is, enable the users to do things that could such skills might be appropriate for
not be done as effectively, or at all, using different reasons in different situations to
allow tasks of other tools. These features have been solve different problems. Such a
storing, described as provisionality, interactivity, description of ICT capability relates to an
capacity, range, speed and automatic ecological concept of ability in which
transforming functions (Department for Education and ‘ability is person plus the opportunities for
and displaying Employment 1998). The provisionality of assistance which their environment
ICT enables users to make changes, try affords, plus the skill at detecting, creating
information to out alternatives and keep a ‘trace’ of the and managing these resources’ (Claxton
be carried out by development of ideas. Interactivity can 1999, p226).
engage users at a number of levels, from
the technologies the playing of a game which gives A characteristic of creativity with digital
feedback on decisions made, to the technologies would be the recognition of
monitoring of a space probe through the potential of the features of ICT to be
immediate and dynamic feedback. ICT exploited and experimented with to support
demonstrates capacity and range in the creative processes. Learners and teachers
ways in which it affords access to vast therefore need to have a range of
amounts of information locally and globally experiences in which they can engage, play
in different time zones and geographical and become familiar with the distinctive
places. The speed and automatic functions contributions that ICT can make to their
of ICT allow tasks of storing, transforming creative practices which other media and
and displaying information to be carried tools do not offer. See Table 1.
out by the technologies, enabling users to
read, observe, interrogate, interpret, Table 1: The features of ICT and the
analyse and synthesise information at NACCCE Framework for Creativity
higher levels. Recognising the potential of
these features is a significant element of Features NACCCE
ICT capability, enabling children and of ICT Framework
teachers to make decisions about when
for Creativity
the use of ICT in a particular context is
appropriate (Sharp, Potter et al 2000).
Provisionality Using imagination
Loveless argues that ‘ICT capability’ is Interactivity A fashioning process
more than competence with a set of skills
Capacity Pursuing purpose
and techniques with particular digital
technologies, but encompasses such skills Range Being original
being turned to use. It can be described as Speed Judging value
an ability which is used actively, involving
understanding, informed choice, critical Automatic
evaluation and being open to or functions
susceptible to development (Loveless
1995). Learners can demonstrate such

12
SECTION 4

HOW MIGHT WE TEACH


FOR CREATIVITY?

4 HOW MIGHT WE TEACH • flexibility in time and space for the


FOR CREATIVITY? different stages of creative activity
(Claxton 1999)
4.1 DESIGNING ENVIRONMENTS • sensitivity to the values of education
FOR LEARNING which underpin individual and local
interest, commitment, potential and
Establishing environments with ICT in quality of life (Beetlestone 1998)
which learners and teachers can develop • teaching strategies which acknowledge
creativity presents challenges in two areas ‘teaching for creativity’ as well as
– the use of ICT to support creativity in ‘teaching creatively.’ (NACCCE 1999)
traditional settings such as schools,
and the development of ICT resources
to support innovation in learning 4.2 ICT AND THE PHYSICAL
societies and
environments. Edwards cites Arieti (1979)
LEARNING ENVIRONMENT cultures have
who describes how societies and cultures
have the ability to both enhance and the ability to both
Examples of the use of ICT to support
detract from creativity and asserts that
creativity in traditional settings have been enhance and
technology plays a crucial role in providing
presented in earlier sections, but there detract from
access to cultural means (Edwards 2000 -
needs to be recognition of the different
2001, p226).
models of access to ICT resources in creativity
schools. Consideration needs to be given
Craft et al [2001] present a range of well-
to the development of teaching strategies
supported discussions of the elements of
which are appropriate and purposeful in
learning environments which are conducive
these different contexts. There is an
to creative developments. Characteristics
increasing presence of whiteboards and
of these environments include:
data projectors to support interactive
whole-class teaching and presentation
• awareness of the ways in which
(Glover and Miller 2001); ICT suites are
creativity is related to knowledge
available in pooled, timetabled rooms in
across the curriculum, not just the
primary and secondary schools (Loveless
‘arts’ and that the rules and structures
2001); and portable technologies for
underpinning ‘conceptual spaces’ in
student and teacher use are used in many
different knowledge domains can be
curriculum areas (Thorpe and Roberts-
combined, explored and transformed
Young 2001). Researchers have identified a
(Boden 2001)
range of factors of personal approaches in
• opportunities for exploration and play professional development for both
with materials, information and ideas creativity and the integration of ICT in
(Craft 2000) teaching (see for example Craft 1997;
• opportunities to take risks and make Watson 2001).
mistakes in a non-threatening
atmosphere (Davies 1999) Challenges are being made to expectations
of traditional classroom settings. Open and
• opportunities for reflection, flexible spaces for interaction between
resourcefulness and resilience people and technologies have been
(Claxton 2000)

13
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HOW MIGHT WE TEACH


FOR CREATIVITY?

designed to support creativity and creative activity. Storyboard software, such


resourcefulness. Commercial and as Kar2ouche, has been demonstrated to
university research laboratories have been support pupils’ engagement with and
established to reflect the need for flexibility understanding of complex texts
and multi-disciplinary teams (Anonymous (Birmingham and Davies 2001). The use
2001). An example of an educational of Virtual Reality environments and
environment designed for creative Knowledge Forums as spaces for
interaction can be found at Highwire, a potentially creative collaboration is
City Learning Centre in London (see discussed in more detail in Section 5
www.highwire.org.uk). As well as using ICT (Bruckman and Resnick 1995; Scardamalia
in fixed, physical spaces, the developments 2000; Ahlberg, Kaasinen et al 2001; Bailey
in the design of personal mobile and and Moar 2001; Leach 2001). There is
wearable technologies can support development in the use of Managed
learners in any location at any time. Learning Environments or Virtual Learning
Sariola and his colleagues working in Environments in education, yet in the field
Finland (2002) describe the early ‘weak of Knowledge Management, however,
signals’ they detected in the potential of Shani et al indicated that the contribution
‘mobile learning’ with digital technologies of specific groupware technology to team
ranging from telephony to video creativity was inconclusive and there was
conferencing, which indicated ways in a complex interaction of many factors in
which students could extend the times and the team’s performance (Shani, Sena et
places of their learning (Sariola 2002). al 2000).
Sharples describes a framework for the
design and formative evaluation of a new The use of Knowledge Forums for
genre of educational technology which collaborative knowledge building within
raises questions about theories of groups of peers, novices and experts can
computer-mediated learning and also be seen as the development of tools
developments in human-computer for creative collaboration which reflect
challenges interfaces (Sharples 2000), and beliefs, values and theories about how
are being made developments in improving human- learners learn and the roles that teachers
technology interaction for stimulating might adopt. Scardamalia describes the
to expectations creativity and intuition are currently being design challenges in developing knowledge
of traditional investigated in the INVITE research project building communities in which participants
(Intuitive Human-Technology Interaction in work creatively with ideas:
classroom the Information Society) (Bullinger and
settings Ziegler 2002). • provide ‘a way in’ to knowledge creation
for all students. This requires that
students acquire agency over their own
4.3 ICT AND THE VIRTUAL minds. It is this ‘epistemic agency’ that
LEARNING ENVIRONMENT allows them to begin to create, examine
and improve ideas
As well as the physical spaces in which ICT • engage students directly with ‘idea
resources are made available to promote improvement’ and with ‘problems of
learners’ creativity, ICT applications understanding’. This requires that
themselves can provide environments for students become constructivists

14
SECTION 5

HOW ARE PEOPLE USING


DIGITAL TECHNOLOGIES CREATIVELY?

themselves – understanding that problems of access and coverage of


knowledge is constructed and material at a particular time in a school’s
continually improved upon by people, development, yet become too fixed and
and this is something they can do inflexible as the confidence, competence
• render the hidden aspects of knowledge and rationale for using ICT in creative
creation transparent and foster these ways develops. Designers of innovative
processes in day-to-day discourse. environments for creative learning,
‘Knowledge-building technology’ serves whether in physical places such as
this purpose Highwire, or with resources such as
mobile technologies, can consider the
• provide social supports for knowledge ‘weak signals’ in early work in human-
creation. This is the role of ‘knowledge technology interaction which can indicate
building communities’ possibilities for further development. contexts which
• sustain work at the cutting edge of
abilities and disciplines. This is fostered Creative imagination is needed to are conducive to
through a ‘Knowledge Society Network’. recognise the potential of the technologies creativity reflect
(Scardamalia 2000, p5) themselves, from Virtual Reality to
Knowledge Forums, to afford new kinds of qualities of
spaces for trying out ideas, collaborating exploration, play,
In thinking about how we might teach for
and building knowledge communities.
creativity with digital technologies, a key taking risks,
The following section will address various
factor is the development of learning
creative practices which are currently reflection,
environments which provide opportunities
being expressed with digital technologies.
and promote an ethos which support flexibility, focus,
creativity. Contexts which are conducive to
creativity reflect qualities of exploration, commitment
play, taking risks, reflection, flexibility, 5 HOW ARE PEOPLE USING DIGITAL
TECHNOLOGIES CREATIVELY?
and sensitivity
focus, commitment and sensitivity to
valuing the endeavours of individuals and
communities. Such environments may be It is important to note that it is not the
traditional classrooms and schools, or access to digital resources which ‘delivers’
innovative approaches to the design creativity, but the opportunities such
and location of places to learn, or access affords for interaction, participation
even virtual spaces created by the and the active demonstration of
technologies themselves. imagination, production, purpose,
originality and value. Creative activities
Teachers and learners working in more with new technologies can include
traditional spaces need to consider the developing ideas, making connections,
demands placed upon them by the sheer creating and making, collaboration,
physicality of the resources, from ICT communication and evaluation. Each of
suites to portable computers, and these activities draws upon an interaction
recognise that in such a fast-changing of the features of ICT and elements of
field, today’s ‘solution’ may be tomorrow’s creative processes. These activities are not
‘problem’. Establishing a suite of always discrete or sequential and there
computers or sets of interactive can be synchronicity in their expression
whiteboards in a school may address and overlap of applications for different

15
SECTION 5

HOW ARE PEOPLE USING


DIGITAL TECHNOLOGIES CREATIVELY?

purposes. The following sections present ‘conjectural’ encourages playful


examples of such activities which illustrate exploration and the testing of ideas which
how children and young people are able to enable learners to construct their own
use ICT not only to demonstrate elements models and test hypotheses (Kemmis,
of ICT capability, but also to support and Atkins et al 1977).
enhance the development of creative
characteristics in the interaction between Examples of the conjectural approach to
people, processes, domains and fields. the use of computers are found in the use
of Logo as a programming language which
could support a ‘constructionist’ view of
5.1 DEVELOPING IDEAS WITH ICT learning, in which exploration, play and
the testing of hypotheses in ‘Microworlds’
The ICT strand of ‘Developing ideas and play an important role (Subhi 1999).
making things happen’ is often associated Papert’s early vision of the use of Logo
with the use of digital technology to in schools has not been realised, yet
explore the question ‘what would happen there have been a number of
if….? The provisionality, interactivity and developments arising from the work in
capacity of ICT to represent information in this field. Imagine is a new generation
a variety of modes underpins the potential of Logo which is a computational system
of digital technologies to promote ‘to stimulate the emergence of new
resources for imaginative play, exploration, cultures for constructing, exploring and
trying out ideas, approaches to problem- understanding… It employs creative
solving, taking risks in conjecture, and computer environments to:
making connections between ideas.
Software to support this includes • encourage motivation in specific topics
simulations for modelling, spreadsheets or • explore, visualise and demonstrate
control technology to sense, monitor, relations and dependencies
measure and control sequences of events
• simulate and model
mediated by devices such as
programmable toys or control software • act as a microworld for discovery…
applications. Examples and discussion of creating and building…
such applications have been available in • solve problems with constraints
the literature for many years (see for
example Loveless 1995). Loveless cites • test…’
Kemmis et al who developed a model in (Kalas and Blaho 2002, p91-92)
which Computer Assisted Learning (CAL)
could be described. They outlined See also the ‘Thinking Skills, Technology
paradigms of computer use as and Learning’ Literature Review for
Instructional, Emancipatory, Revelatory Futurelab, in which Logo is also discussed
and Conjectural Computer use which is in some detail.
‘revelatory’ allows guided discovery and
the revealing and construction of Developments are also being made in the
underlying models. This paradigm can be design of materials to support children’s
seen in the use of simulations and exploration, problem-solving and scientific
adventure games. Computer use which is enquiry. In the US, researchers in the MIT

16
Media Laboratory have developed a range design. One example of such applications
of programmable ‘toys’ or ‘digital is provided in the description of a course in
manipulatives’ - beads, blocks and Virtual Design and Representation at
bricks - which reflect this purpose Cornell University (winter 2000). The
(Sargent, Resnick et al 1996) (see application of cheaper and more
http://toys.media.mit.edu/). The Beyond accessible versions of such software for
Black Boxes (BBB) Project used tiny, developing ideas with children and young
programmable computational devices people is taking place in some contexts
called Crickets which could be embedded within and out of schools.
into everyday objects to control, sense and
communicate with one another via infrared Web based resources are also available for
light. The aim of the project was to learners to explore and test ideas online.
‘reintroduce a vigorously creative, Cannon et al investigated the design of a
aesthetic, and personal dimension into the web-based National Laboratory of Virtual
design of scientific instrumentation – Manipulatives, in which elementary school
particularly in the context of science children could interact with and design
education’ (Resnick, Berg et al 2000, p2). new mathematical objects that are not
Such work was also an attempt to counter easily constructed physically (Cannon, Heal
the ‘opacity’ of computers in scientific et al 2000). Other examples of the
processes. This project has been provisionality, interactivity and range of ICT
developed further in the Playful Invention which can underpin playful approaches to
and Exploration Network (PIE), which has trying out imaginative ideas include the
established a network of museums Tracy Beaker web pages on the BBC
working in collaboration with the MIT Schools website (see http://www.bbc.co.uk/
Media Laboratory, to disseminate the cbbc/tracybeaker/); the BlockCorner site
constructive use of new digital (see http://www.blockcorner.com
technologies (see http://llk.media.mit.edu/ /content.html) or the Sodaplay site
projects/pie). In Europe, the eTui project is which enables users to construct and
part of the i3 – ‘I cubed’: Intelligent animate models on screen (see
Information Interfaces – research http://www.sodaplay.com/). Building on
organization. The collaborative project developments in shared 3D Virtual
investigated ‘tool-cases’ for learning Environments accessible on the internet,
about learning, and in the UK, Ultralab The Vertex Project focused on the ways in digital
developed an interactive toy that can which children explored the design and
learn, and be taught by children (see creation of virtual spaces and objects technologies
http://www.ultralab.ac.uk/projects/etui/ using interactive virtual reality software have also
index.shtml). (Bailey and Moar 2001).
been used to
There is a wealth of high specification Digital technologies have also been used support the early
digital technology available for exploration to support the early stages of imaginative
and creation of ideas from film production play, speculation and ‘brainstorming’. stages of
tools to CAD/CAM and virtual reality Baron et al review the literature to support imaginative play,
simulations. These are used in a range of the development of methodologies for
professions and occupations such as investigating representations of the speculation and
architecture, engineering, film-making and relationships in IT systems using concept ‘brainstorming’

17
SECTION 5

HOW ARE PEOPLE USING


DIGITAL TECHNOLOGIES CREATIVELY?

maps and computer-based concept of such sites, but examples of sites with
mapping tools (Baron, Bruillard et al 1999). news, events, resources, research and
The use of software applications such as links to related sites can be found through
Inspiration is supported by a bibliography government and public agency portals.
on visual learning to underpin an (See Table 2 for examples in the UK.)
approach to the use of concept maps
by individuals and groups (see As reviewed in Section 1, the British
http://www.inspiration.com/vlearning/sugg Government has identified a number of
estread/index.cfm?fuseaction=suggested). initiatives to provide online access to
creative practitioners and materials
An innovative use of ICT in drama has been (Blackstone 2002). Culture Online will
developed by Simpson, who describes the provide new digital materials for the
ways in which digital cameras and image school curriculum and lifelong learning.
manipulation software can be used in They will be made available in a variety of
exploration and improvisation ‘within’ ways, including new and existing websites,
drama activities rather than just recording through a Culture Online gateway and
final outcomes. Digital images are used in linked to the DfES Curriculum Online
the ‘sketching’ stages of the exploration portal and the National Grid for Learning.
and interpretation of texts, such as the Projects will be developed by partnerships
multi-layered illustrated children’s book, which might include cultural and arts
‘Not Now, Bernard’. They are then organisations, broadcasters, creative
developed as an integral element of the media companies and educational
drama as children respond to their publishers (see http://www.
constructed, manipulated images and cultureonline.gov.uk/).
incorporate them into their developing
finding things improvisations (Simpson 1999). Table 2: Examples of websites for
out in order to information and networking in the UK

support, 5.2 MAKING CONNECTIONS


challenge, British Educational Communications
Finding things out in order to support, Technology Agency (Becta)
inform and challenge, inform and develop ideas is an www.becta.org.uk
develop ideas is important element in the processes of
using imagination, fashioning and pursuing National Endowment for Science,
an important purpose. ICT can play a role in making Technology and the Arts (NESTA)
element in the connections with other people, projects, www.nesta.org.uk
information and resources through the
processes of internet, world wide web and CD-Rom and Association of Teachers of
using the use of these communications Mathematics (ATM)
technologies is well-documented (see http://www.atm.org.uk/
imagination, http://www.teachingideas.co.uk/welcome).
fashioning and Many websites act as portals or starting Association of Teachers
points for information about creative uses of English (NATE)
pursuing of new technology. It is beyond the scope of http://www.nate.org.uk
purpose this review to provide a comprehensive list

18
A key aim of DARE is to enable teachers
National Drama – the association and young people to access some of the
for drama educators ideas, issues and processes of a culturally
http://www.nationaldrama.co.uk and stylistically diverse matrix of recent
work. The internet is probably unique in its
Association for Science existence as both an experimental medium
Education (ASE) and as a space for research, display and
www.ase.org.uk exchange, and the DARE site allows users
to view how artists have been exploiting
Design and Technology as well as critiquing the internet.
Association (DATA) (Sinker 2001, p33)
http://www.data.org.uk
Access to worldwide galleries and
National Society for Education in museums can provide resources for
Art and Design (NSEAD) stimulation and research. Access to
http://www.nsead.org/ practitioners such as artists, designers,
engineers and architects through e-mail or
Creating Spaces, network of education video conferencing can establish networks
professionals promoting the creative and communities sharing expertise,
use of digital technologies questions and work in progress. The 24
http://www.creatingspaces.org.uk Hour Museum is the National Virtual
Museum which acts as a gateway to
over 2,500 museums, galleries and
There are also many examples of websites heritage attractions in the UK (see
created by individuals or organizations to http://www.24hourmuseum.org.uk). The
provide resources for particular age Museum Open Learning Initiatives (MOLLI)
phases and subject areas. One example is is another example of such a ‘window’ to
the EarlyBirds Music website which artefacts, activities and work produced by
provides multimedia examples of video, children and adults in the community in
sound and links to music resources for response to particular exhibitions and
early, primary and special education (see to individual artists’ work (see
http://www.earlybirdsmusic.com). BBCi http://www.molli.org.uk). The Quest
provides access to artists’ work which can website of the Natural History Museum in
be downloaded, viewed and listened to London is an example of a constructivist
through its website (see approach to use of the web for scientific
http://www.bbc.co.uk/arts/digital/guestarti enquiry (see www.nhm.ac.uk).
sts/index.shtml). Another example in the
secondary sector is the Digital Art
Resource for Education, DARE (see 5.3 CREATING AND MAKING
http://www.dareonline.org). This initiative MEANING
is a collaboration between the Institute of
International Visual Arts (inIVA), Middlesex The weaving of imagination, fashioning,
University’s School of Lifelong Learning pursuing purposes and being original
and Education (LLE) and the Lansdown needs to move beyond the use of tools and
Centre for Electronic Arts (LCEA). techniques for their own sake in the

19
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HOW ARE PEOPLE USING


DIGITAL TECHNOLOGIES CREATIVELY?

creation, drafting, editing and refining The investigation of children’s use of


processes towards creating tangible multimedia and presentation tools to
outcomes, such as an image, a poem, create multimodal texts with images,
a drama, a 3D construction or a movie. written text and sound also recognises the
This involves not only the physical act of development of multiliteracies in work
making, but also an ongoing ‘dialogue’ across the curriculum (Cope and Kalantzis
where ‘the maker produces and the work 2000; Callow 2002). Mavers draws on the
responds’. The artist Terry Taylor places work of Kress in discussing young
this dialogue at the centre of his work children’s understandings of multimodality
with children and digital images: in the use of the internet and the changing
‘communicational landscape’ (Mavers
It is the representation of meaning that 2002). Atherton has carried out extensive
the weaving is the key that elevates production to a work with primary school children using
position beyond the merely decorative… multimedia across the curriculum and
of imagination, By dialogue I mean the dynamic and described the planning and time required
fashioning, creative cognitive processes involved for the children to engage with the
when encoding and decoding meaning processes of creating and making complex
pursuing in visual texts…This takes time and a multimedia pieces. The children’s work
purposes and continuation of intention and cannot demonstrated a good understanding of the
be achieved by ad hoc projects based ways in which the authors could construct
being original on mechanical processes. interactive presentations with visual
needs to move (Loveless 2000) images, sound, animation and hyperlinks
(Atherton 2002).
beyond the use The Glebe Project and the Access Project
of tools and took place in primary schools where In a research project carried out with
children worked with visual artists. They secondary pupils using multimedia
techniques for used different media, including the digital authoring in the art curriculum, Long
their own sake technologies of scanners, cameras and demonstrates not only the processes of
graphics software, to capture and development, manipulation and evaluation
manipulate images in order to create and of digital images, but also growing
make meanings in the visual arts. The awareness of the potential of
children produced pieces in response to a multimodality in pupils’ art work. During
variety of stimuli and were encouraged to an eight month period, pupils worked with
display and evaluate each other’s work in multimedia software on an art project
progress. The digital images were not taking ‘Movement’ as a theme. They
always the final products, but sometimes expressed some disquiet as to whether
acted as stimuli or sketches for their pieces were ‘art’ as they incorporated
development of representations in other moving visual images and sound with
media. The children’s skills with ICT reference to popular culture. In
techniques were demonstrated and challenging their conceptualisations
developed in the context of their desire to that art inhabits space whilst music
explore and produce specific effects, whilst inhabits time, as well as different aspects
the aims of the projects were clearly of the school curriculum, they ‘also
focused on the creative expression of experienced the idea that art and image
meanings (Loveless 1999; Loveless 2000). making is changed as a process when it

20
becomes part of a transmittable and stifle creativity (Cordes and Miller 2000),
infinitely repeatable set of information’ Abbott et al present a critique and
(Long 2001, p261). describe a range of examples of children’s
creating and making work with multimedia
In these examples the technology played a and web technologies (Abbott, Lachs et al,
distinctive role in these activities by 2001; Lachs and Wiliam 1998; Lachs 2000).
providing opportunities for the pupils to However, there could be a danger of
capture, edit and transform digital data in reading many of the published examples
order to make meanings. The creative and descriptions of creative production as
processes of imagination, fashioning and positive and progressive. Some
‘flow’ were supported by the immediacy of researchers, however, draw attention to
the presentation, the ease of manipulation more problematic aspects of the creating
and the possibilities of ‘leaving a trail’ of and making work with digital technologies.
work in progress in order to trace the Sefton-Green and Buckingham noted the
development of ideas, or revisit them in limited nature of ‘creative production’ that
order to explore other possible routes. was taking place in young people’s
These characteristics of ICT are also being experience with and access to digital
exploited in software applications which technologies at school and at home
are accessible for young learners for the (Sefton-Green and Buckingham 1998).
creative moving images with digital video, Sefton-Green and Parker investigated how
music, and the creation of 3D virtual worlds. primary school children used edutainment
software to create and edit stories,
The British Educational Communications recognising that editing is the key creative
and Technology Agency (Becta) is running act in the production of moving image
an award scheme for Creativity in Digital ‘texts’ such as films or television
Video (www.becta.org.uk) which will programmes. The research demonstrated
present examples of DV work in schools. that the software available for this age
See also the website of Apple Computer, range supports animation and
Inc for examples of pupils’ work with composition, rather than conventional
creating and editing digital video editing and the report argued that
(see http://www.apple.com/education/dv/). existing edutainment software packages
The Interactive Education Project at the aimed at children are severely limited
University of Bristol includes work with in their creative potential (Sefton-Green
digital music (Sutherland, Breeze et al and Parker 2000)
2002) (see also http://www. (see http://www.bfi.org.uk/
interactiveeducation.ac.uk/music_designs. education/research/edit-play/).
htm ). The Vertex Project at Middlesex
University is exploring the ways in which
children build and use structures, spaces 5.4 COLLABORATION
and avatars in virtual worlds shared with
other users on the Internet (Bailey and Recent understandings of the
Moar 2001). characteristics of human learning have
recognised its social, situated and
In a response to concerns from the distributed nature in which knowledge is
Alliance for Childhood that computers constructed through interaction and

21
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communication with others in students in schools in Liverpool and Kent.


communities (Lave and Wenger 1991; The students sent ‘digital postcards’ which
Somekh 2001). The speed and range of represented their personal identity to their
communications technology enable partners who interpreted and manipulated
learners to collaborate with others in the image, whilst keeping 20 per cent of
immediate and dynamic ways during their the original image (Leach 2001).
creative work in progress. Collaboration
with artists, writers and fictional The internet can also be used as a ‘shared
characters in ‘non-residence’ through space’ beyond a straightforward exchange
e-mail or video conferences offers learners and collaborative manipulation of images.
opportunities to work with others to The Hands-On Dance project at the
generate ideas, pursue purpose and University of Leeds enabled interactive
evaluate ongoing, original work. Junior dance workshops between novice and
children in Robin Hood School in more experienced dancers to take place
Birmingham used video conferencing using e-mail discussion, internet video
facilities to establish contact with artist conference rehearsals and an interactive
Nick Eastwood, look at his work, ask him website (Popat 2001). Text-based virtual
questions and receive feedback from him reality environments can be viewed as
on their own work created in response to spaces for creative collaborations in story
the experience (see http://www.becta. telling and role play. Bruckman and
org.uk/technology/desktopvc/telecomms/ Resnick, for example, have worked with
art.html). Children participating in the researchers and children using MUDS
Interactive Education Project focused on (Multi-User Domains) (Bruckman and
the use of e-mail to explore how Resnick 1995), and Abbott discusses the
awareness of audience and purpose linguistic forms of real time written chat in
shapes writing by corresponding with two such environments (Abbott 1998). The
‘Viking settlers’ (Sutherland, Breeze et development of 3D shared spaces in virtual
al 2002). reality internet games and applications has
been highlighted in the work of the Vertex
The Bristol Internet Project was set up in Project (Bailey and Moar 2001).
1998 to enable children in schools in two
different communities in the city to
collaborate with each other on making 5.5 COMMUNICATION, PUBLICATION
visual images over time and distance. They AND AUDIENCE
used digital cameras and ‘paint’ programs
to construct images of themselves which Presentation and communications
were attached to e-mail messages to their technologies enable learners to present
‘key pals’ in the other school, asking and celebrate their work to a range of
questions such as ‘Who am I?’. Artists in audiences, from a Powerpoint presentation
each school worked with the children to in a classroom to a website available to an
interpret, respond to and manipulate the unknown, and unpredictable, audience.
images received before sending them back Richard Hitcham School, for example,
with their developed ideas (Loveless 2000). publishes children’s work from all areas of
Similarly, the Virtual Identities Digital Arts the curriculum, including the variety of
Project involved post-16 art and design pieces produced in a project working with

22
an artist in residence sharing his art in their curriculum. She discusses the
own painting and digital work (see reinterpretations and changes which would
http://www.hitchams.suffolk.sch.uk/ict_art need to take place in understandings of
/index.htm). Similarly, initiatives such as pluralistic styles, realism, interactivity,
‘Walkers’ Showcase’ enable children to originality and ownership with ‘digital art’
publish a wide variety of their creative (Mak 2001).
work, from scanned images of art work in
other media to poetry and sound files of Some theatre practitioners warn against
them playing musical instruments (see the loss of spontaneity and community
http://www.walkersshowcase.co.uk/ which can accompany the use of
index.jsp). Examples of a range of pupils’ technology in the theatre and theatre
work with multimedia, digital video and research practices (Carson 1999). Beardon,
web publishing can also be seen in the however, draws attention to the ICT resources
work of Highwire, a City Learning Centre development of Visual Assistant software
in Shoreditch, London (see designed to promote improvisation, can support the
http://www.highwire.org.uk). expression and communication of visual creation and
and spatial ideas about theatre
It is the consideration of purpose and performances (Beardon 1999). Designers development
audience which can lead children into also express concern that the high levels of ideas if they
more detailed evaluation of the levels of of technical expertise required in new
originality and the critical, reflective inter-disciplinary design studies may lead reflect an
consideration of value in their work. Lachs to a loss of quality without evaluation of approach to
emphasises the importance of the processes and outcomes. Neilson and
awareness of audience in the whole Trias propose a model for evaluation which open-ended
design, creation and presentation process reflects reason, function, emotion and exploration in
of making multimedia (Lachs 2000). In senses and technology (2000). Examples of
Atherton’s work with multimedia in the work of artists using digital media are design and use
primary classrooms, the children may be commissioned and exhibited by galleries
making a game for their younger siblings such as ‘Wired Worlds’ at the UK National
or a presentation for a visiting dignitary, Musuem of Photography, Film and
but she places appropriate interaction and Television (Ferris 2000); new works are
communication with audiences centrally to presented and discussed at conferences
the processes of design, making and such as ISEA (see http://www.isea.qc.ca),
evaluation (Atherton 2002). whilst ‘tradigital’ is a term used to
describe artists and groups whose works
It is beyond the scope of this review to bridge traditional and digital worlds
consider a particular domain in detail, but (Gollifer 2000).
there are some useful indications of the
potential of ICT in creativity and learning in
the ways in which practitioners in the arts 5.6 MOVING FORWARD
and cultural industries employ digital
technologies. Mak presents evidence of The practices described in the previous
negative attitudes towards computers in examples illustrate how people have
art amongst 64 high school students who engaged their imagination in recognising
were familiar with digital technologies and the potential of ICT to make a distinctive

23
SECTION 5

HOW ARE PEOPLE USING


DIGITAL TECHNOLOGIES CREATIVELY?

contribution to creative processes of world wide web. The Quest website at


developing ideas, making connections, the Natural History Museum, for example,
creating and making, collaboration and provides not only access to artefacts
communication for audiences. This but also opportunities for communication
contribution affords opportunities for with ‘experts’ and knowledge building
experiences which are not as easily through activity.
accessible or possible with other media
and tools. Creating and making with ICT tools
enables users to capture and manipulate
ICT resources, whether hardware or information and provides immediacy for
software, can support the creation and feedback and development, yet we must
development of ideas if they reflect an recognise that digital technologies are
approach to open-ended exploration in recent tools and media which we are still
design and use. Such resources are often exploring. There are parallels with the
developed to high specifications within introduction of earlier technologies such
commercial or research environments, but as photography and film which were first
thoughtful and well-informed design can used to imitate rather than express new
present these ideas more appropriately for ideas. We are still in the early days of
younger or less-experienced users. The understanding the characteristics and
designers of the concept-mapping potential of the new digital medium which
software Inspiration, for example, indicate can be manipulated to literally ‘paint by
a bibliography of resources and research numbers’ in the manipulation,
into learning which stimulated their transformation and processing of data
thinking in the design. It is the examination (Mitchell 1994; Loveless 1997). Designers
of the concepts which underpin ICT tools and developers of ICT resources could
for practice in design, manufacture, editing consider innovative ways to work with and
or virtual reality which will support the develop understandings of the nature of
development of hardware and software digital technologies as both a tool and a
created to mediate learning, rather than medium in creative processes.
the production of ‘cut down’ applications
for office productivity. Analysis of case The range of creative practices discussed
studies of innovative use of ICT in in this review will of course develop with
exploratory and playful ways could provide time, and probably in unpredictable ways.
insights into deeper understandings of There are four questions we can ask to
both creative processes and ICT capability. assist us in developing a critical awareness
of our practices:
The use of ICT to make connections is a
the use of powerful and positive use of the technology • how are we using digital technologies
ICT to make which provides access to cultural at present to mimic activities we have
experiences and perspectives across time done by other means?
connections is a zones and geographical spaces. Access, • what is gained and what is lost in
powerful and however, is only part of the story, and experience and expression in using
attention could be given to the nature and digital technologies in creative
positive use of design of truly interactive learning practices?
the technology experiences with resources such as the

24
SECTION 6

HOW CAN WE ASSESS CREATIVITY,


LEARNING AND DIGITAL TECHNOLOGIES?

• how are we exploiting features of schooling. He acknowledges the dilemma digital


ICT which enable us to express which teachers face in evaluating pupils’
different ideas? creative work, not only in terms of the technologies
• how do we evaluate the processes and pupils as learners needing to improve and are recent tools
outcomes of work with these progress, but also regarding the pupils as
makers of personal meanings, expression, and media
comparatively recent tools and media?
values and attitudes (Sefton-Green 2000). which we are
The NACCCE report, ‘All Our Futures’,
The following section indicates how we acknowledges the role of assessment and still exploring
might develop our sense of value and inspection frameworks in raising
judgement of creativity and digital standards of school achievement in the
technologies. UK, but includes recommendations for an
easing of pressure of assessment, a closer
consideration of appropriate assessment
6 HOW CAN WE ASSESS strategies for different areas of the
CREATIVITY, LEARNING AND National Curriculum, and greater
DIGITAL TECHNOLOGIES? emphasis on formative assessment for
learning (NACCCE 1999).
6.1 ASSESSING CREATIVITY

The assessment of creativity is complex 6.2 ASSESSING ICT CAPABILITY


and problematic in structures of
assessment in which quantifiable, The assessment of ICT capability is no less
measurable outcomes are considered to problematic. McFarlane presents an
be ‘high stakes’ and valued for the purpose account of the three perspectives on ICT in
of making judgements and comparisons schools which influence policy, practice
between individuals, institutions and and perspectives on assessment:
systems. Beattie draws attention to the
complexity of identifying and assessing • ICT as a set of skills or competences
creativity, stating that over 200 • ICT as a vehicle for teaching and
instruments have been developed for the learning in and across the curriculum
purpose and citing Sternberg (1991) in
• ICT as an agent of change in teaching
claiming that none have been able to
and learning.
measure the concept adequately. She
offers detailed suggestions for the format
of creativity assessment tasks and the Her discussion highlights the inadequacy
criteria required for judgements which of approaching assessment strategies for
focus on creative processes, environments ICT capability without consideration of the
and student expression as well as final context and purpose of use of resources.
outcomes (Beattie 2000). Sefton-Green She also emphasises the inappropriate
discusses the complexities of evaluation of nature of current standardised assessment
creativity in relation to a range of and testing instruments which do not
curriculum subjects and highlights the recognise the indirect effects of the use of
tensions which underlie views of childhood ICT on learners’ motivation, attitude,
and power relationships in assessment in problem-solving capability, critical thinking

25
SECTION 6

HOW CAN WE ASSESS CREATIVITY,


LEARNING AND DIGITAL TECHNOLOGIES?

and information-handling abilities importance of peer review and evaluation


(McFarlane 2001). The National as well as teachers’ formative assessment.
Curriculum Attainment Target for ICT is In evaluating pupils’ multimedia and web
presented in terms of process and higher work she proposes dimensions for criteria
order thinking, yet the terms are not for audience interactivity, planning non-
closely defined, nor related to levels and linear environments, data collection
areas of attainment in other curriculum and design, subject matter and working
subjects (McFarlane, Williams et al 2000). with others.

There are, however, examples in the Sinker offers a detailed discussion of the
literature which indicate approaches to issues associated with evaluating young
meaningful evaluation and assessment of people’s creative multimedia production
learners’ creativity and ICT capability. (Sinker 2000). She suggests that there is a
McFarlane et al describe how the use of need to draw upon traditions and expertise
multimedia authoring enabled 9/10 year in both art and media education in the use
old pupils to create multimedia pieces of multimedia technologies in teaching and
which demonstrated their understanding learning, echoing earlier calls for such
of content and conceptual relationships in collaboration in the development of
drugs education topics more clearly than photography. She recognises that such
written tests. In discussing the potential of work is still in its infancy and that the use
such tools and processes in assessment, of digital technologies raises questions
they call for further research and about the evaluation and judgement of
discussion of how teachers can ‘interpret, creative processes and products that
evaluate and assess the processes, are different from more traditional tools
practices, skills and competences in arts practice.
evidenced in the form, structure and
content of pupil-authored multimedia The multimedia terrain, with its strata of
work’ (McFarlane, Williams et al meanings, its combination of media, its
2000, p210-211). compilation of data, and its branching,
tangential connections would seem the
ideal tool for this ‘postmodern’ age. But its
6.3 ASSESSING CREATIVITY AND chameleon character – a tool for writing,
ICT CAPABILITY reading, talking and listening, a tool for
drawing and looking, a tool for animating
Useful starting points for the discussion of and viewing and a tool for gaming,
evaluation and assessment of creativity interacting and consuming – makes it less
and ICT have been offered by Jonassen easy to gauge in evaluative terms.
(Jonassen 2000) and Lachs (1998) who (Sinker 2000, p195)
both suggest dimensions along a range of
criteria. Jonassen focuses on the use of a
range of ICT applications (or ‘Mindtools’)
within subject domains to demonstrate
knowledge construction, self-regulation,
collaboration, critical thinking and creative
thinking. Lachs emphasises the

26
SECTION 7

WHAT ARE THE IMPLICATIONS FOR


PRACTICE, CURRICULUM AND DESIGN?

7 WHAT ARE THE IMPLICATIONS the curriculum, not just the ‘arts’
FOR PRACTICE, CURRICULUM and that the rules and structures
underpinning ‘conceptual spaces’ in
AND DESIGN?
different knowledge domains can be
combined, explored and transformed
7.1 IMPLICATIONS FOR PRACTICE
• opportunities for exploration and play
In the context of this review, implications with materials, information and ideas
for practice are focused on three areas: • opportunities to take risks and make
mistakes in a non-threatening
• classrooms or planned informal settings atmosphere
• teacher education • opportunities for reflection,
• research. resourcefulness and resilience
• flexibility in time and space for the
different stages of creative activity
7.1.1 IMPLICATIONS FOR PRACTICE • sensitivity to the values of education
IN CLASSROOMS OR PLANNED which underpin individual and local
INFORMAL SETTINGS interest, commitment, potential and
quality of life
A Creativity Framework should underpin • teaching strategies which acknowledge
planning, practice and evaluation. ‘teaching for creativity’ as well as
The framework should recognise the ‘teaching creatively’.
interaction between individuals and
communities, processes, domains and
fields, and the characteristics of The models of access to ICT resources
imagination, fashioning, pursuing pur should provide opportunities for whole
pose, originality and value judgements. class, group and individual work which can
In planning, for example, teachers be focused and flexible according the a creativity
nature and demands of the processes and
could identify the learning intentions,
activities. This may involve a reappraisal of
framework
teaching strategies and opportunities
for assessment to reflect an area such access to ICT in classrooms, dedicated should underpin
suites, clusters, sets of portable resources
as Developing Ideas or Collaboration,
and provision in the home.
planning,
in which the features of ICT contribute
to the NACCCE framework for practice and
Hardware and software resources should
creative processes.
reflect a range of tools and media suitable
evaluation
for activities throughout the Creativity
The learning environment established in Framework, from developing ideas to
educational settings should acknowledge publishing and reviewing outcomes.
and reflect characteristics which are
conducive to creative developments: Learners should have opportunities
to develop ICT skills and techniques
• awareness of the ways in which in authentic and challenging creative
creativity is related to knowledge across contexts.

27
SECTION 7

WHAT ARE THE IMPLICATIONS FOR


PRACTICE, CURRICULUM AND DESIGN?

Learners should have opportunities to methodologies and modes of presentation


make informed choices of ICT tools and of the practices which are ongoing or
media available for different creative being developed.
processes and stages.
Research should make connections
Consideration should be given to flexibility between the different strands of creativity
in time and space for creative activities. research and educational
ICT research.
Strategies for appropriate formative
assessment of creativity and ICT capability Examples of creative practice and
should be developed and evaluated. development with ICT should be described,
analysed, theorised and presented for peer
review in order to provide greater breadth
7.1.2 IMPLICATIONS FOR PRACTICE and depth in the literature. This could be
IN TEACHER EDUCATION achieved through the encouragement of
small-scale evaluations of ongoing work
Continuing professional development which apply rigorous research techniques,
should be available at local, regional and as well as more large scale and
national level to develop awareness of and longitudinal research designs.
confidence in:
The role of ICT in supporting the research
• frameworks for creativity process itself as a creative activity should
be investigated.
• potential for interaction with
ICT capability Strategies for research in the field should
• pedagogy and management of learning address the themes outlined in this review:
environments the interaction between creativity and ICT
• evaluation and assessment strategies capability; cross-disciplinary and cross-
phase communication of practice;
• case studies of practice in other evaluation and assessment of creativity
settings. and ICT capability; developing learning
environments for creativity with ICT.
Models of professional development and
initial teacher education should provide
opportunities for experiences of creative 7.2 IMPLICATIONS FOR
processes with ICT in a range of CURRICULUM DEVELOPMENT
curriculum subject domains.
Consideration should be given to
explorations of broad knowledge
7.1.3 IMPLICATIONS FOR domains through cross-curricular
PRACTICE IN RESEARCH and thematic work.

Research should conceptualise theoretical Curriculum areas should identify creativity


models of creativity with ICT which can frameworks in their subject domains, the
support a range of research questions, interaction with ICT capability and the

28
SECTION 8

WHAT ARE SOME


OF THE BARRIERS?

appropriate use of ICT as a tool and Guidelines for the design of creative digital artistry required
as a medium. learning resources should provide
opportunities for interaction between of teachers to
Assessment strategies which are higher order ICT capability and creative inspire and
appropriate for identifying the interaction processes. The design and development of
between creativity and ICT capability, and learning resources, whether by encourage
useful in providing formative feedback commercial or non-commercial producers, pupils’ creativity
within knowledge domains, should be should recognise potential to support
developed and evaluated. progression and interaction in creative is marginalised
processes, from imaginative activity and and damaged by
Ongoing examples of innovative practice making informed decisions about
should be analysed in terms of their appropriate media and tools, to engaging the ‘dead hand’
potential to inform curriculum in critical evaluation. of the regulatory
development.
organisations
8 WHAT ARE SOME OF
7.3 IMPLICATIONS FOR THE DESIGN THE BARRIERS?
OF LEARNING RESOURCES
The review has indicated that there are key
Guidelines for a ‘creative toolkit’ of ICT factors which underpin creative processes
resources should be identified to enable and have an impact on the success of
individuals and communities to have teaching for creativity, and that digital
access to technologies which enable them technologies can play a distinctive role in
to engage in a range of creative processes both of these aspects of creativity and
from conjecture to evaluation. This might learning. There are, however, barriers to
include descriptions of the types of ICT the development of creativity in traditional
applications and equipment which could educational settings. None are
support a range of creative practices - insurmountable, but each needs to be
from portable devices to capture digital recognised as a constraint upon learners
images and sound to multimedia authoring realising the potential of the creative use
software or programmable toys. of digital technologies.

Guidelines for the evaluation of ‘creative There are some critical concerns about the
learning resources’ should be developed to development of creativity in schooling in
enable designers and users to make the UK. Kimbell has highlighted the
informed decisions about the claims made ‘profound state of alarm about the creative
for products and materials. These might condition of the experience received by our
include exemplars and questions to ask youngsters in school’ (Kimbell 2000, p206).
about ICT resources to determine their He states that the necessary conditions for
potential to support developing ideas or creative acts are affective and cognitive
creating and making, or their potential to support and a trusting relationship
promote individual or collaborative work, between children and teachers which
or publish outcomes of creative work in allows risk and failure. Yet he argues that
order to engage in evaluative feedback the artistry required of teachers to inspire
from others. and encourage pupils’ creativity is

29
SECTION 8

WHAT ARE SOME


OF THE BARRIERS?

marginalised and damaged by the ‘dead It is said that fear and vanity are often the
hand’ of the regulatory organisations, such two emotions which prevent us from
as Ofsted, which value standards and realising our potential in many areas of
management over creativity and risk- life, and addressing them takes
taking (p208). confidence, trust and courage in
individuals and within communities. New
Although many countries focus on approaches to flexibility and exploration in
creativity and cultural education, there are ways of working, pedagogy, curriculum,
recognised to be challenges in curriculum assessment and management of time and
overload and low status of the arts in resources in schools could be tried, but
schools (Sharp and Le Metais 2000). In the this will require the encouragement of an
English National Curriculum the time and ethos of creative challenge and celebration
teachers need attention given to creative subjects in the of imagination and ‘possibility thinking’.
primary curriculum is also being squeezed
a framework by the demands of the National Literacy
to promote and Numeracy Strategies and the focus
upon school performance in league tables
understanding of children’s achievement in Standard
and confidence Assessment Tests in English, Mathematics
and Science. There is also evidence that
in their own the time allocated to consideration of
creative teaching creative subjects is also limited in teacher
education provision (RSA 1998).
practice and
professional Access to a range of technologies to
support creative practices is important and
development sizeable government resources have been
given to support the development of ICT in
schools, libraries, museums and
community spaces. Many of the British
government initiatives relate to providing
access to the internet to support the
development of ICT capability in the
creative spheres, yet in a preliminary
consideration of the impact of the National
Grid for Learning Initiative (NGfL),
researchers note the need for caution in
claiming significant and purposeful access
to the internet for children and young
people in school and home (Furlong,
Furlong et al 2000). Teachers need not
only access to technologies, but also a
framework to promote understanding and
confidence in their own creative teaching
practice and professional development.

30
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