The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School
Abstract
:1. Introduction
1.1. Creativity
1.2. Game-Based Learning
1.3. Scratch
1.4. Control Devices
1.5. Creativity Evaluation
1.6. Research Aim
- RQ1. What are the differences in the results of introducing different technological devices to stimulate students’ creativity?
- RQ2. Which innovative or daily technological device can better enhance students’ creativity?
2. Materials and Methods
2.1. Participants and Procedure
- Keyboard and mouse. It is the essential equipment for general computer classes. Students can design buttons into the game to provide various operating functions according to the needs of the game, such as character movement, launching weapons, and performing special moves. For convenience, we will refer to it as the keyboard group below and use it as the experiment’s control group.
- PicoBoard control board. The development board provides a light sensor, sound sensor, slider, button, and four alligator clips. Using these interfaces, students can design games based on environmental variables. It is similar to how some large-scale game consoles provide interactive physical control methods, allowing the game to have more interactive control possibilities.
- Touch screen. The 65-inch large touch screen can provide touch operation like the mobile phones owned by most students. The large touch screen in the game design of this experiment allows students to connect with the interactive experience of tablet or mobile phone games in daily life.
- Wii remote. After going through the system’s underlying settings, we mapped the Wii’s critical functions to the keys on the keyboard to achieve the same function as a game controller without using IR and scrolling modes. When students use Wii remotes, they can connect with past related Wii game experiences and implement them into experimental game designs.
2.2. Technological Creativity Test
- Fluency. Count the number of valid answers. If an answer contains features of multiple categories, it will be split into numerous valid answers and scored separately. Instead, we combine similar features into one valid answer. Fluency scoring tests students to come up with a particular creative function. Therefore, a general description like a school bag that can be carried or lifted does not fall into any creative category, so it is not a valid answer. In addition, some students’ answers only drew the components without clearly writing the functions; if the element can correspond to a specific function, it can also be a valid answer, such as a fire-breathing rocket that can function as a flight.
- Flexibility. Count the number of different categories that valid answers fall into. In the Technological Creativity Assessment Manual [108], the creative functions of school bags are divided into 23 types, as shown in Table 3 below. The book uses many sample answers provided by 1839 students to create a reference answer table. We can objectively evaluate students’ answers against the reference answers.
- Originality. Scores are calculated from 0 to 2 points based on rarity. The scoring method for this project also needs to be compared with the reference answer table in the evaluation manual. The table details many common to rare creative answers; the corresponding scores are 0 to 2 points. Rare ideas are considered more innovative and, therefore, score higher. If there is no student answer in the reference answer sheet, it will be regarded as a highly creative idea and awarded the highest score of 2 points.
- Elaboration. Count the number of all valid components. The same components can be re-counted to appear in different creative functions. However, if the duplicate components belong to the same creative function, they will not be counted twice. Components refer to the items or materials needed to implement an innovative function. For example, if a student draws a book, it means that the imaginary school bag has the function of storing textbooks. What is needed is a bag generally made of fabric and then closed with a metal zipper to prevent the books from falling out; therefore, the two components will receive 2 points. The books drawn are after realizing the storage function. Accordingly, the book itself is not considered a practical component of the storage function. In addition, simple graffiti or decorations on school bags do not belong to any creative function and are not practical components. In addition, although students may not describe the required components in detail in words in some creative functions, as long as there are identifiable objects drawn, we will regard them as valid components.
- Visual presentation. Based on the items or equipment drawn by students on the schoolbag and referring to the creative function types in Table 3 below, calculate the total number of categories included in the schoolbag.
2.3. Data Analysis
3. Results
3.1. Paired t-Test
3.2. ANCOVA
4. Discussion
- Freedom of control. This refers to how much variability the control device can provide for students to use their imagination, and the creative environment with a degree of freedom can effectively affect the level of creativity expressed by students [90]. In terms of keyboard and mouse, since the keyboard has relatively many keys, it can give students enough diversity to control the game. It can even be not limited to single-player control but can also design multi-player games. Therefore, the keyboard group can give students a high degree of freedom in game design. On the other hand, the PicoBoard control board can provide a variety of sensors, allowing students to design games from different perspectives. However, compared with the keyboard, the number of commands controlling the game is still relatively small, so we classify PicoBoard’s game design freedom as medium. The remaining two groups are the touch screen, which only provides touch functions on the screen, and the Wii remote, which has only seven buttons. These two groups have fewer commands for controlling the game, affecting the variability students can achieve in game design. Therefore, we classify touch screens and Wii remotes as having low degrees of freedom.
- Familiarity with equipment use. This refers to whether students are familiar enough with the device and even use it regularly. If students need to become more familiar with the control device when designing the game, they must put more effort into understanding how to operate or use it; only when they are familiar enough with the device can they have the energy to add their opinions. In this regard, a keyboard and mouse are the most basic input devices for computer-related equipment, and students’ familiarity with these devices is the highest. On the other hand, most families today have smartphones, which can even be considered daily necessities, so students can also have a high degree of familiarity with touch screens. As for the Wii remote, only some families have it, but students still have a basic understanding of the operation method of the Wii remote, so we can only classify it as medium familiarity. PicoBoard is a tool related to Scratch development, and students may not have been able to use it before, so we classify it as low familiarity.
- Experience gap. This refers to the differences between students’ expected feelings when designing or experiencing games. The most obvious one is the Wii remote. Since Wii is a relatively popular game console, even if they have not played it, students will still have a certain degree of awareness and expectations about related information or games. The Wii remote is limited in its modifiability, so we can only provide students with the keys on the Wii remote as a game controller. In contrast, the sophistication and complexity of the games provided by the Wii platform software, combined with the IR and scrolling modes of the Wii remote, will make the operability much higher than the games designed through Scratch in this study. Therefore, the Wii remote group will have a high sense of gap in gaming experience with expectations. On the other hand, students often control games on computers or mobile phones through keyboards, mice, or touch screens, which use almost the same devices as keyboard sets and touch screens. Moreover, games designed through Scratch can provide experiences and feedback close to those of ordinary games, and there will not be much difference. Therefore, the sense of gap in the gaming experience is lower. As for PicoBoard, because it is a design tool related to the Scratch platform, there are no related games designed for PicoBoard. Therefore, this property is unsuitable for PicoBoard, so we had to classify it as none.
- Physical sensing. This refers to whether the game’s control method involves physical sensors. For example, students can use environmental parameters such as light to control the game scene’s day or night, sound volume to control the intensity of operations, or sense body movements to control the avatar. These methods help students practice innovative ideas [91]. Among the devices we selected, only PicoBoard uses physical sensing. Section 1.4 mentions that PicoBoard is a control board with moderate learning difficulty [82,83]. In comparison, Arduino can use more sensing devices, so we classify PicoBoard as a medium sensing property. We then ranked the keyboard and touch screen without sensors as low, and as mentioned in the previous point, the Wii remote can only provide low sensitivity due to system settings.
4.1. Fluency
4.2. Flexibility and Elaboration
4.3. Originality
4.4. Other Technological Devices
- General game controller. It refers to a game controller with buttons and direction keys. It has a certain degree of familiarity for students so that it will improve their flexibility and elaboration. However, general game controllers have few buttons, so the fluency may not significantly improve. There is also no physical sensing, so it is challenging to enhance originality.
- Wii (with IR and scroll mode). If the Wii remote can solve the problem of system limitations, it can provide students with good device familiarity and physical sensing with IR and scroll-mode enabled. We, therefore, speculate that the complete Wii remote can achieve good flexibility, originality, and elaboration results. However, the freedom of control still needs to improve, so there may not be a significant effect on fluency.
- Kinect. It operates by physically sensing the student’s movements, which should produce good results in originality. However, freedom of control and device familiarity are low. Kinect may not achieve apparent fluency, flexibility, or elaboration results.
- Smartphone (with more sensors). As mentioned earlier, if we add more mobile phone sensors connected to the Scratch game, we can achieve learning results in originality and retain flexibility and elaboration. However, the freedom of control will not be affected, so there should still be no apparent results in terms of fluency.
- Arduino UNO. Arduino can connect many sensors for operation, so we expect to increase students’ creativity more than PicoBoard. General Arduino provides 20 pins for students to play freely. This number of operability should be enough to affect fluency. However, the problem with using Arduino is that it is more challenging to learn, and the familiarity will be lower, so it may be difficult to improve students’ flexibility and improvement.
5. Conclusions
- The control device’s freedom of control property positively impacts the fluency aptitude of creativity [90].
- The control device’s familiarity property positively impacts students’ flexibility and improvement aptitudes of creativity [91].
- If there is an experience gap between the control device and students’ expectations, it will impair students’ creativity.
6. Limitations and Further Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Group | Students | Absent | Total | |||
---|---|---|---|---|---|---|
Keyboard group | Male | 13 | −2 | 11 | 21 | 92 |
Female | 13 | −3 | 10 | |||
PicoBoard group | Male | 12 | −2 | 10 | 21 | |
Female | 14 | −3 | 11 | |||
Touch screen group | Male | 12 | −1 | 11 | 25 | |
Female | 16 | −2 | 14 | |||
Wii remote group | Male | 13 | −1 | 12 | 25 | |
Female | 14 | −1 | 13 |
Group | Week 1–5 | - | Week 6 | Week 7–9 | Week 10–12 | - |
---|---|---|---|---|---|---|
Basic Programming Learning | Pre-Test | Introduce Interface | Apply Interface to Scratch | Scratch Game for Interface Control | Post-Test | |
Keyboard group | Keyboard and Mouse | Technological Creativity Test | Keyboard and Mouse | Technological Creativity Test | ||
PicoBoard group | PicoBoard | |||||
Touch screen group | Touch screen | |||||
Wii remote group | Wii remote |
No. | Categories | Description |
---|---|---|
1. | Transportation | A vehicle that can transport something (someone) from one place to another. |
2. | Coursework | Functions related to study, homework, and coursework. |
3. | Convenience | It can save effort and time in various tasks or improve life functions. |
4. | Obedience | Be able to obey orders to serve the master. |
5. | Computer-related products | Products related to computer peripherals. |
6. | Communication | Ways, methods, or tools of communication. |
7. | Home appliances | Various electrical appliances, such as washing machines, air conditioners, juice machines. |
8. | Storage | Have various spaces for placing items. |
9. | Household products | Household supplies and things. |
10. | Food Supply | Supply of food, drinks and catering. |
11. | Appreciate and beautify | To beautify, decorate, or embellish something; to add to it to make it more interesting. |
12. | Entertainment | Behaviors or items for people to relax physically and mentally. |
13. | Oral expression | Able to communicate verbally. |
14. | Time | Has the function of telling time or timing. |
15. | Transformation | Able to change the original shape for convenience or beauty. |
16. | Magic | Imagination or wish that does not exist in the real world. |
17. | Health and Medical | Human physical or mental condition, health care products, and treatment methods to combat diseases. |
18. | Protection | Tools to protect self. |
19. | Weapons | Tools used to attack others. |
20. | Biochemistry | Functions of biotechnology. |
21. | Transactions | Function or place for trading items. |
22. | Tools | The use and application of various utensils, tools, instruments, equipment and devices. |
23. | Energy and environmental protection | Related to saving and producing energy. |
Group | Aptitudes | Pre-Test Mean (SD) | Post-Test Mean (SD) | t | p | Cohen’s d |
---|---|---|---|---|---|---|
Keyboard | Fluency | 36.38 (27.61) | 54.19 (26.84) | −2.666 | 0.015 | 0.654 |
Flexibility | 28.24 (24.53) | 46.38 (28.95) | −2.489 | 0.022 | 0.676 | |
Originality | 42.71 (28.60) | 51.05 (29.58) | −1.107 | 0.281 | 0.287 | |
Elaboration | 39.57 (24.46) | 59.95 (25.51) | −3.971 | 0.001 | 0.816 | |
Total Score | 35.19 (25.89) | 50.71 (28.82) | −2.528 | 0.020 | 0.567 | |
PicoBoard | Fluency | 54.43 (33.28) | 63.14 (32.09) | −1.443 | 0.165 | 0.266 |
Flexibility | 37.52 (27.98) | 39.38 (29.29) | −0.306 | 0.762 | 0.065 | |
Originality | 56.90 (36.23) | 69.95 (29.94) | −1.497 | 0.150 | 0.393 | |
Elaboration | 54.62 (27.47) | 58.00 (24.18) | −0.470 | 0.643 | 0.131 | |
Total Score | 51.76 (31.33) | 59.57 (28.37) | −1.317 | 0.203 | 0.261 | |
Touch screen | Fluency | 37.28 (29.54) | 48.52 (33.13) | −1.705 | 0.101 | 0.358 |
Flexibility | 24.00 (27.93) | 36.56 (31.23) | −2.139 | 0.043 | 0.424 | |
Originality | 40.20 (31.86) | 44.44 (35.19) | −0.500 | 0.621 | 0.126 | |
Elaboration | 39.08 (23.66) | 57.24 (34.48) | −3.086 | 0.005 | 0.614 | |
Total Score | 33.64 (28.08) | 48.36 (34.05) | −2.246 | 0.034 | 0.472 | |
Wii remote | Fluency | 38.96 (25.38) | 32.00 (27.51) | 1.305 | 0.204 | 0.263 |
Flexibility | 17.36 (22.61) | 16.12 (16.91) | 0.314 | 0.757 | 0.062 | |
Originality | 45.72 (32.88) | 42.68 (36.40) | 0.416 | 0.681 | 0.088 | |
Elaboration | 44.16 (21.83) | 37.68 (24.15) | 1.171 | 0.253 | 0.282 | |
Total Score | 33.72 (25.96) | 31.44 (25.43) | 0.436 | 0.667 | 0.089 | |
All group | Fluency | 41.45 (29.37) | 48.66 (31.71) | −2.265 | 0.026 | 0.236 |
Flexibility | 26.25 (26.42) | 33.89 (28.93) | −2.580 | 0.011 | 0.276 | |
Originality | 46.09 (32.56) | 51.29 (34.34) | −1.301 | 0.196 | 0.155 | |
Elaboration | 44.12 (24.66) | 52.72 (28.73) | −2.724 | 0.008 | 0.321 | |
Total Score | 38.15 (28.36) | 46.86 (30.70) | −2.858 | 0.005 | 0.295 |
Aptitude | Keyboard (N = 21) | PicoBoard (N = 21) | Touch Screen (N = 25) | Wii Remote (N = 25) | ALL Group (N = 92) |
---|---|---|---|---|---|
Fluency | 54.19 (26.84) | 63.14 (32.09) | 48.52 (33.13) | 32.00 (27.51) | 48.66 (31.71) |
Flexibility | 46.38 (28.95) | 39.38 (29.29) | 36.56 (31.23) | 16.12 (16.91) | 33.89 (28.93) |
Originality | 51.05 (29.58) | 69.95 (29.94) | 44.44 (35.19) | 42.68 (36.40) | 51.29 (34.34) |
Elaboration | 59.95 (25.51) | 58.00 (24.18) | 57.24 (34.48) | 37.68 (24.15) | 52.72 (28.73) |
Total Score | 50.71 (28.82) | 59.57 (28.37) | 48.36 (34.05) | 31.44 (25.43) | 46.86 (30.70) |
Aptitude | Source | SS | df | MS | F | p | η2 |
---|---|---|---|---|---|---|---|
Fluency | Pre-test | 19,612.743 | 1 | 19,612.743 | 28.494 | 0.000 | |
Groups | 8628.451 | 3 | 2876.150 | 4.179 | 0.008 | 0.126 | |
Error | 59,883.306 | 87 | 688.314 | ||||
Flexibility (squared) | Pre-test | 106.813 | 1 | 106.813 | 19.641 | 0.000 | |
Groups | 70.904 | 3 | 23.635 | 4.346 | 0.007 | 0.130 | |
Error | 473.130 | 87 | 5.438 | ||||
Originality | Pre-test | 9387.345 | 1 | 9387.345 | 9.326 | 0.003 | |
Groups | 7121.090 | 3 | 2373.697 | 2.358 | 0.077 | 0.075 | |
Error | 87,568.160 | 87 | 1006.531 | ||||
Elaboration | Pre-test | 10,748.590 | 1 | 10,748.590 | 16.554 | 0.000 | |
Groups | 8602.076 | 3 | 2867.359 | 4.416 | 0.006 | 0.132 | |
Error | 56,490.363 | 87 | 649.315 | ||||
Total Score | Pre-test | 18,701.326 | 1 | 18,701.326 | 28.372 | 0.000 | |
Groups | 5859.322 | 3 | 1953.107 | 2.963 | 0.037 | 0.093 | |
Error | 57,346.023 | 87 | 659.150 |
Aptitude | Bonferroni test | |
---|---|---|
Fluency | Keyboard > Wii (p = 0.019) | PicoBoard > Wii (p = 0.026) |
Flexibility | Keyboard > Wii (p = 0.004) | Touch screen > Wii (p = 0.083) |
Originality | PicoBoard > Wii (p = 0.084) | |
Elaboration | Keyboard > Wii (p = 0.011) | Touch screen > Wii (p = 0.020) |
Total score |
Property | Keyboard | PicoBoard | Touch Screen | Wii Remote |
---|---|---|---|---|
Freedom of control | High | Medium | Low | Low |
Device familiarity | High | Low | High | Medium |
Experience gap | Low | - | Low | High |
Physical sensing | Low | Medium | Low | Low |
No. | Control Device | Fluency | Flexibility | Originality | Elaboration |
---|---|---|---|---|---|
1. | General game controller | ✓ | ✓ | ||
2. | Wii (with IR and scroll mode) | ✓ | ✓ | ✓ | |
3. | Kinect | ✓ | |||
4. | Smartphone | ✓ | ✓ | ✓ | |
5. | Arduino UNO | ✓ | ✓ |
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Chen, C.-Y.; Su, S.-W.; Yuan, S.-M. The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School. Educ. Sci. 2024, 14, 833. https://doi.org/10.3390/educsci14080833
Chen C-Y, Su S-W, Yuan S-M. The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School. Education Sciences. 2024; 14(8):833. https://doi.org/10.3390/educsci14080833
Chicago/Turabian StyleChen, Chien-Yu, Shih-Wen Su, and Shyan-Ming Yuan. 2024. "The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School" Education Sciences 14, no. 8: 833. https://doi.org/10.3390/educsci14080833
APA StyleChen, C. -Y., Su, S. -W., & Yuan, S. -M. (2024). The Effect of Regular and Innovative Control Devices on Cultivating Creativity in a Game Creating Course in Primary School. Education Sciences, 14(8), 833. https://doi.org/10.3390/educsci14080833