Fostering Students' Creativity Via Educational Robotics: An Investigation of Teachers' Pedagogical Practices Based On Teacher Interviews
Fostering Students' Creativity Via Educational Robotics: An Investigation of Teachers' Pedagogical Practices Based On Teacher Interviews
Fostering Students' Creativity Via Educational Robotics: An Investigation of Teachers' Pedagogical Practices Based On Teacher Interviews
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5 authors, including:
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Daner Sun
University of Twente
Sanyin Cheng*
Author Note
Technology in Central China Normal University. Her research efforts focusing on robotics
Technology, The Education University of Hong Kong. Her research interests are ICT-
collaborative learning.
Normal University. Her research interests include educational psychology and special
education.
Abstract
This study explored how educational robotics (ER) was implemented in classrooms to foster
creativity among elementary school students and identified challenges associated with its
depth teacher interviews and grounded theory were used to collect and analyze the
interviews. We found that the intended creative learning outcome for students was mastery of
the developmental process of creativity. The teachers generally reported using a four-phase
materials, a lack of expansive learning activities and tasks, and limited opportunities to
engage students in the process of design thinking and developing metacognitive abilities. The
findings have practical implications for teachers and researchers who are interested in
study also has theoretical value, offering insights into teachers’ PP in implementing ER.
framework
What is already known about this topic
• Some previous studies have investigated the teaching of creativity via ER and relevant
students’ creativity. The framework consists of four phases and eight sub-phases, with
• The teachers use the instructional framework to help students achieve mastery of the
• We also identify several challenges to implementing ER; finding answers to these issues
• It is crucial to create a participatory and active culture and set expansive open-ended tasks
• Scaffolding students to cope with and benefit from errors and failures, and respecting
• Teachers should integrate metacognitive skills and teach those skills explicitly.
Fostering Students’ Creativity via Educational Robotics: An Investigation of Teachers’
Creativity has been identified as a key future-ready skill, and many educators and
policymakers have focused on the reform of schooling to help students develop creativity. For
instance, the governments of South Korea (Ahn, 2012), Singapore (McWilliam, Tan, &
Dawson, 2010), and China (Yang, Long, & Sun, 2019) have introduced policies that call for
the development of creativity in schools. The pedagogical use of educational robotics (ER)
has shown great potential in affording learning opportunities to engage students and help
them develop creativity (Lieto et al., 2017; Denis & Hubert, 2001); however, few studies
have examined the pedagogical practices (PP) in the use of ER to foster students’ creativity.
Here, we define ER as a powerful and flexible technological tool for teaching and learning
that provides embodied and situated learning experiences (Ioannou & Makridou, 2018) and
encourages students to think creatively, analyze situations, and apply critical thinking and
problem solving to real-world problems (Angeli & Valanides, 2020; Bers, Flannery,
offered on the market and introduced in classrooms. However, simply introducing ER cannot
guarantee that students’ creativity will be fostered; ER is just another tool. PP (including
instructional processes, strategies, and activities) that involve uses of ER are a critical factor
In practice, various barriers exist to the implementation of ER. One major obstacle is
the absence of effective PP for the use of ER in classrooms, a well-defined curriculum, and
learning materials (Mubin et al., 2013). These barriers have led to a shortage of experienced
and professional teachers in the productive use of ER. Moreover, few studies have provided
in-depth investigations of teachers’ PP to develop students’ creativity via ER. Thus, our study,
based on in-depth interviews with 26 teachers from 26 primary schools in Wuhan, China,
creativity among elementary school students. The study also was intended to reveal the issues
Literature Review
2005; Huang et al., 2019). This interest underlies the assumptions that creativity can be
developed and that educational contexts are suitable environments for the development of
creativity in students (Hernández-Torrano & Ibrayeva, 2020; Mourgues, Barbot, Tan, &
Grigorenko, 2014). Creativity is a broad term that involves multiple dimensions; therefore, it
typically defined as the process that leads to the generation of products that are original and
useful (Runco & Jaeger, 2012), and most definitions follow the “bipartite standard
definition,” (Runco & Jaeger, 2012) in which creativity includes originality and usefulness
(e.g., Gajda, Beghetto, & Karwowski, 2017; Sternberg & Lubart, 1995). Originality relates to
novelty, uniqueness, infrequency, and newness; and usefulness refers to utility, effectiveness,
appropriateness, or value (Gube & Lajoie, 2020; Hernández-Torrano & Ibrayeva, 2020). The
definition proposed by Runco and Jaeger (2012) primarily addresses the features of a creative
product, and does not capture other aspects.
level creativity and implies an achievement that only a select few will reach in their lives;
“little-C” is related to everyday creativity and accounts for expressions that are accessible to
most people; “pro-C” refers to professional creativity and denotes the creative expressions of
experts or experienced people who influence a specific domain; and “mini-C” describes the
creativity inherent in the learning process and is particularly related to students’ development
are novel, meaningful, and useful to them, though they may not be revolutionary (Hernández-
students’ ability to engage in tasks by which they could develop new perspectives and
meaningful interpretations within a given social context and further generate flexible and
fluent ideas and workable solutions. We explored teachers’ PP that involved the development
of this mental process in students and engagement in social activities within the normal
classroom interaction.
some productive strategies and principles. After a systematic review, Davies et al. (2013)
found that designs for creative learning were characterized as flexible use of time, space and
relationships; and collaboration opportunities. The terms ‘creative learning’ and ‘creativity’
are sometimes used interchangeably (Lucas & Anderson, 2015), but creative learning has a
particular focus on individual needs and abilities (Agbowuro et al., 2017) and usually
involves an environment that fosters students’ habits of challenging and questioning, making
connections, exploring diverse ideas and open-ended options, envisaging what might be, and
empirical articles on teaching creativity in art and design courses, Sawyer (2017) reported
that the course teachers created an open-ended environment in which students were
encouraged to make decisions, experiment, take risks, and occasionally fail, and they used
innovation, divergent and convergent thinking, agency, and metacognition and engage them
in a developmental process.
consist of teaching stages and accompanying strategies for each stage in the use of ER.
However, few studies have examined the common PP regarding the use of ER to support and
ER has attracted much interest from practitioners and researchers in recent years. ER
electronic engineering (Nemiro et al., 2015). ER provides students opportunities to work with
peers and conduct hands-on projects such as assembling their own robots, and therefore
creates a fun and exciting learning experience (Eguchi, 2014). This type of experience is
crucial for intense concentration and absorption, and thus generating further creativity
(Schutte & Malouff, 2020). Therefore, ER has potential as an effective tool for cultivation of
students’ creativity. Furthermore, students can gain greater interest and develop new
perspectives for thinking (Alimisis, 2013; Bers et al., 2014; Leonard et al., 2016). All of these
designed for ER use may allow students to develop their creativity by working with ER to
generating original solutions to authentic problems. To embrace this new form of learning,
the Chinese government has recently initiated various policies and projects to introduce ER in
many schools and to establish courses related to the design, manufacture, and programming
ER is, in fact, increasingly used to develop students’ creativity. Leonard et al. (2016)
developed creativity in secondary school students with robotic and game design strategies.
transitional strategies in a figurative way. Berland and Wilensky (2015) fostered students’
creativity by providing them with authentic and virtual robotic systems that allow them to
apply their acquired knowledge and skills and make innovations. The research and practice of
helping students develop creativity via ER has captured the interest of researchers and
teachers (Benitti, 2012; Eguchi, 2016; Nemiro et al., 2015). However, the use of ER and
research in this area both remain at a stage of inception. Very few studies have examined PP
students.
Whereas the few previous studies on ER focused on a single teacher or class, in this
study we were interested in common PP in the use of ER to develop students’ creativity with
a broader range of teachers, classes and schools. We aimed to explore how ER was generally
implemented in real classrooms to foster students’ creativity and to identify challenge in its
implementation. We analyzed teachers’ PP based on in-depth teacher interviews with the aim
1. Which, if any, creative learning outcomes are evident when using ER to foster
students’ creativity?
creativity, and what were the issues that emerged during the implementation?
Methods
and interpretive approach to collecting and analyzing data to develop understanding and
theories of human behavior patterns in social contexts, rather than basing them on existing
paradigms and theories (Glaser, 1992; Glaser & Strauss, 1967). Thus, GT is a suitable
approach for investigating phenomena for which limited prior research exists. The study used
GT to investigate the fundamental teaching processes and strategies involved in using ER and
their learning outcomes. GT assumes that people actively shape the world in which they live
through a process of symbolic interactionism, and that this way of living is characterized by
China. Wuhan was one of the first cities that introduced a variety of ER and platforms into
classrooms to help students develop creativity and computational thinking, and that launched
a few teacher training programs and encouraged collaboration between companies and
schools to improve the ER implementation. Twenty-six teachers who all taught at 26 different
elementary schools participated in the study. The 26 elementary schools were chosen based
on recommendation of the local Education Bureau because they were performing relatively
better than 100 other elementary schools in the districts in using ER. In these schools, ER was
used in extracurricular activities, generally in one class of 25–40 students per school.
Students in Grades 4–6 were encouraged to take part. Most of the teachers involved (70.8%)
were male. Most (79.2%) had a Bachelor degree in computer science or a related field, and
12% of teachers had a Master’s degree. The teachers had varying amounts of teaching
experience, ranging from one to 20 years; and the majority (78.3%) had taught with ER
Data Collection
teaching creativity via ER. Most interviews were conducted in the teachers’ schools and the
remainder (5 teachers) were conducted by telephone. All the interviews were conducted
individually, and completed over a period of about five months; each interview lasted
approximately one and half hours. Teachers were de-identified and their data was traced by
labels such as T1 throughout the analysis. Details of the teachers’ demographic information
educative, catalytic and tactical authenticity (Lincoln & Guba, 2013), we followed the
following measures to conduct interviews. All interviews were audio recorded and conducted
by two researchers. One researcher interviewed the participating teacher following a pre-
designed interview outline, and the other took notes of the key information. We transcribed
verbatim each interview once we finished it, and returned the transcripts and the key notes to
the teacher interviewed for participant check. In addition, we persistently observed the
teaching of four experienced teachers for 3 months to gain better understanding of the ER
activities and practices and further to get better interpretations of the teachers’ interviews.
illustrate their answers to the questions in the interview protocol. The interview protocol (S1
in the Supplementary File) was developed based on research on creativity (Sawyer, 2017,
2018), creativity fostering teacher behavior (Soh, 2017), and educational robotics (Kim et al.,
2015; Xia & Zhong, 2018). It consisted of five questions each of which targeted the teachers’
perceptions of the effect of ER on creativity, how to teach, methods used, how to motivate
Data Analysis
identify themes in the interview data (Glaser & Strauss, 1967). The iterative process
concluded when the analysis reached saturation (Charmaz, 2014; Corbin & Strauss, 2008);
that mean no new themes emerged in the interview data.
units related to teachers’ practices in using ER to support students’ creativity were coded, and
an initial list of themes was generated. We wrote a brief description or keywords for each
initial codes, resulting in 24 themes. Sixteen themes were found across all of the teachers and
Stage 3: The stage also involved constant comparison. We recoded the full transcribed
data set, dividing and merging the initial themes as follows: (a) themes that were overly
narrow in definition were merged with a related theme, and the newly merged theme was
given a broader definition that incorporated both; and (b) themes that were overly broad in
definition—those that coded a large number of meaning units and seemed to encompass two
The trustworthiness of the analysis was enhanced through consistent observation, and
presented the preliminary findings to three experienced teachers interviewed, our whole
research team, and two international peer-review conferences, and used their comments and
RQ1: Which, if any, creative learning outcomes are evident when using ER to foster
students’ creativity?
This question focused on the primarily intended creative learning outcomes among
students who use ER. One primarily creative learning outcome was identified.
significant outcome was mastery of the developmental process of creativity. In the interviews,
some teachers said that the more things students touch, the more they think and reflect, and
the more ideas they then can generate (T20, T22, T25, T26). When counseled by teachers, the
students could gradually develop their own new ideas and generate new and workable
solutions (T16, T17, T18, T20, T22). T22 mentioned that “students’ creative thinking skills
develop along with the degree of complexity involved in building models and in
drawings or templates to constrain students, they can use their imaginations and create
spontaneously. We as teachers need to give students enough space to build and create.” These
statements suggest that teachers believe that the development of creativity is a non-linear
iterative process that is aided by constant articulation of the process and reflection on how the
process is unfolding. Therefore, teachers should provide students with appropriate scaffolding
to guide their developmental process of creativity (Dennen, 2004; Sawyer, 2018; Yang et al.,
2019).
The study finds that the primary creative learning outcome in using ER is the mastery
of the developmental process of creativity. The findings concur with prior research on the
effects of ER on creative learning outcomes (Bers et al., 2014; Leonard et al., 2016; Xia &
Zhong, 2018). The findings are also consistent with prior research on creativity (Hernández-
Torrano & Ibrayeva, 2020; Sawyer, 2018; Yang et al., 2016), according to which creativity,
developed from curiosity, motivation, and engagement, is a deliberate process that can be
taught and learned. In addition, the findings are consistent with research suggesting that
creativity, and what were the issues that emerged during the implementation?
The question focused on the PP designed to help students develop their creativity in
implementing ER, the teaching strategies designed to foster students’ creativity in each phase,
We identified four instructional phases, each of which had two subphases, and the
strategies teachers used in implementing ER in each phase. The four phases with eight
for implementing ER. Details of the teaching strategies are presented in Table S2 in the
Supplementary File. We also identified the issues that emerged in implementing ER. In the
framework. The focus of this phase was promoting students’ curiosity and motivation,
eliciting their prior knowledge, and helping them engage in new concepts. This phase
creative and engage them in the learning tasks and activities. During this subphase, three
main types of teaching strategies were adopted. The first strategy was providing teaching
materials with rich and well-tailored resources (T20, T18, T7, T14). The teachers provided
resources that fully considered students’ characteristics and learning habits. These resources
included the use of vivid language (T20), visualizations (i.e., images and animations) (T18),
and multimedia resources (i.e., videos) related to the topics (T7, T14). T14 mentioned, “the
videos targeted at boys and girls are different in their colors and design style, as girls prefer a
The second strategy was using examples from daily life to help students generate
questions and find possible alternative solutions (T15, T23, T14, T22). For example, when
T15 mentioned that the anti-pinch function of the lift door was controlled by an infrared
sensor, some students used a robot vacuum cleaner as another example of integrating infrared
In this subphase, the main methods used by the teachers were asking provoking
questions (T1, T8, T14, T15), hands-on experiments (T8, T9, T18), and demonstration (T14,
T15, T16). In particular, when implementing ER in classrooms, helping students to construct
a robot was an important part of the lesson. Therefore, the teachers used different ways to
help students understand the core elements, principles, and structures of robot models. For
example, some teachers provided students with pictures of different viewpoints of a model
(T5, T14, T18, T19), and some teachers guided students to identify and elaborate on certain
principles in the models, such as symmetry or the stability of triangles (e.g., T15) and the
In the teacher interviews, we found that nearly one third of the teachers did not
mention this subphase. Some teachers reported difficulties in teaching new knowledge for the
following reasons: the concepts were too abstract to be taught (T15, T17, T18, T20); the
scientific/technological explanations or other knowledge taught was dull (T1, T10, T15); it
was difficult to choose appropriate scenarios related to the new knowledge (T13, T15); and
Motivation is a major element that considerably influences creativity; it helps with full
knowledge to the students gives them a baseline understanding of the knowledge and skills
related to their learning tasks. These two subphases help students get ready for the subsequent
phase of generating patterns. However, issues such as the lack of a flexible school
curriculum, a lack of appropriate teaching materials, and old methods of teaching and
computers. This phase, the second phase of the instructional framework (Figure 1), was to
help students get involved in mental and concrete design and hands-on activities that could
help them conceive and refine designs, construct robot models, and develop design thinking,
all of which are important for developing their creativity. Design thinking is characterized by
(Dym, Agogino, Eris, Frey, & Leifer, 2005). This phase included the following two sub-
phases.
In this subphase, the students were required to analyze the tasks and generate designs
for constructing robots after they learned the basic knowledge and skills. Generally, the
students spent limited time on the design of their robot models. Two types of teaching
strategies emerged in this phase. One was encouraging students to decompose tasks and
explore more with scaffolding, which was used by 80% of the teachers. The common
methods used in this strategy were drawing flowcharts, analyzing the components of robot
models, and realizing their functions (T5, T8, T9, T10, T19, T18, T22, T23, T26). T18
students for observing and taking notes, with the purpose of identifying the components and
parts of these models and getting more insight into how these parts connect with each other.”
After helping the students understand the basic procedures, the teachers encouraged the
The other strategy was productive failure—teachers first encouraged the students to
explore multiple possible solutions to solve the problems and then guided them to consolidate
the final solutions (Kapur, 2008; Kapur & Bielaczyc, 2012). When using productive failure,
emphasis was placed on students’ inquiry (individual or collaborative) into the structure and
function of the robot models. T8 said, “students should constantly try to revise their ideas in
practice. They should have ideas, but not unrealistic ones. By doing so, they can find
problems, solve problems, and possibly create innovations.” T12 mentioned that he guided
students to think about different ways to make an induction lamp, for example, through sound
control, light control, an infrared sensor or distance sensor, and he said that “in this way,
students can choose from different angles and improve creativity subtly.” These quotes
illustrated that the teacher valued students’ solutions and diverse ideas that may did not work
at the beginning and thought this failure was important for students’ final successful solution.
Learning to deal with errors and failure is critical for students’ learning and creativity (King
et al., 2017).
In this subphase, the students engaged in constructing the robots, which took most of
the time. The most frequently used strategy was direct instruction. Almost 80% of the
teachers provided direct instruction to the students via video demonstration, visualizations, or
guidelines.
The second strategy was using assignments with constraints to enhance students’
creative learning (T2, T3, T13, T15). T13 said, “Teachers need to consider the open-ended
nature and expansibility of the tasks… We put forward the basic requirement, and the
students continue to diverge…For example, when the students can control the car to move,
the teacher then introduces the use of sensors and puts forward the requirement that the car
should be controlled. Students need divergent thinking for better installment and for using
sensors to meet the requirement.” The constraints helped students to avoid becoming
directionless and to make choices about where to focus; these constraints were critical for the
The third strategy was encouraging students to explore more and emphasizing their
awareness of creativity. Many teachers created exploratory opportunities for the students to
encourage them to construct robots by relying on their own imagination and creativity (T1,
T2, T3, T7, T8, T9, T10, T12, T13, T14, T15, T16, T18, T19, T20, T22, T23), and some of
the teachers did not provide any drawings or templates to constrain the students (T15, T20).
Some teachers directed students’ creative awareness by encouraging new ideas (T1, T3, T7,
T9, T15, T18, T19, T23, T26). T1 mentioned, “when I evaluate models that the students have
constructed, I prefer to give A+ grades for the robots of helicopters that may go far beyond
the typical model in the instructions by extending the length of the empennage and adding
more wheels, [whereas I give an] A to those models that carefully follow the instructions.”
This excerpt suggested that A was given to students whose robots just meet the basic
requirement and A+ to students who generated new and useful solutions to promote diverse
In sum, the PP reported in the phase of generating workable designs suggest that some
teachers helped the students to cope with frustration/failure and learn from failure, provided
assignments with constraints to guide students’ creative learning, and created exploratory
opportunities to encourage students to generate multiple models that might be creative. These
results are consistent with prior research on creativity (Nathan & Sawyer, 2014; Sawyer,
2017, 2018; Yang et al., 2019). However, in this phase, the students spent most of their time
constructing robots, with less time spent on producing designs for constructing robots;
indeed, the students in some teachers’ classes even constructed models without conceiving
In this phase, the third phase of the instructional framework (Figure 1), the students
engaged in programming, testing, and debugging to generate creative artefacts that could be a
artefact. During this process, students gradually developed their logical thinking and
Programming, testing, and debugging constituted one of the key subphases mentioned
is a creative process, which produces computational artefacts (Grover & Pea, 2013). In this
subphase, the teachers used two main strategies. The first one was providing students with
challenges and expansible and open-ended tasks that encourage them to make creative
choices about how to proceed and then guiding them to act creatively and independently. In
the interviews, T1 mentioned, “[o]ur teachers can’t simply give directions to students because
the purpose of the class is to help the students develop their own creative problem-solving
skills.… [T]he teachers ideally guide students to reflect on why they made mistakes.” The
second was helping students learn how to do research about their problems. In this method,
the teachers encourage the students to first engage in creative learning (e.g., solving
problems, making artifacts, and following their own path) and then ask them to observe the
results, evaluate what had caused the present results, and decide what to do next (T6, T8,
T15, T16). It is critical for students to be able to analyze and reflect on the decisions they
have made (Yang et al., 2019; Yang et al., 2016). T15 mentioned, “We can’t simply give
solutions; it is meaningless when students don’t think deeply in the problem-solving process.
Therefore, when students have problems, the teacher ideally guides them to reflect on why
The subphase was to help students engage in extensible and open-ended tasks that are
crucial for the development of creativity. In this subphase, one of the teaching strategies was
encouraging students to explore various functions of the robot models to inspire their
creativity (T14, T15, T19, T20, T26). T15 described an example: “If I want my students to be
creative with a model car, I will inspire them by showing the car’s potential for diverse uses
such as transportation, emergency services, and engineering. The students will then work on
their own designs.… I help my students through realization of these specific structures and
functions.” These expansive explorations may benefit students when they complete a creative
project that integrates diverse things: students can think and play freely.
The other strategy was respecting students’ ideas and errors and encouraging them to
constantly keep trying. When students were in trouble, the teachers respected the students’
ideas and choices (T1, T2, T5, T6, T7, T8, T10, T11, T12, T13, T15, T16, T17, T19, T20,
T22, T23, T26). T26 mentioned, “As teachers, we should look at their [students] problems
from a higher angle and analyze the reasons; it is not [about] imposing directions on them.
[For example, we could] just tell them that they may encounter obstacles when they go left,
The PP reported in the phase of creative practices suggest that some teachers used a
learning and acted as facilitators who “lead, elicit, guide, and encourage” (Billings & Akkach,
1992, p. 441). These PP show alignment with recent research on creativity (Nathan &
Sawyer, 2014; Sawyer, 2017, 2018; Yang et al., 2019). However, many students have limited
opportunities to engage in extensible tasks and activities, which are critical for developing
In this phase, the forth phase of the instructional framework (Figure 1), the teachers
encouraged the students to share their ideas and work with peers, to assess and reflect their
understanding and abilities, and to eventually extend their understanding. However, only a
few teachers involved their students in sharing, assessment, and reflection. This phase
them opportunities to share their ideas and encouraged them to voice their own various ideas.
We found that one third of the 26 teachers encouraged students to share their works in class.
The most common approach was encouraging students to orally share their ideas on their
robot construction, coding process, logistic thinking, and operational experiences (T6, T14,
T18, T23). For example, T18 asked students to explain the knowledge they had learned and
the reasons for their design and construction, as well as the key aspects of and difficulties
they faced during their work. Another approach was involving parents in students’ sharing
occasions. In the interviews, some teachers pointed out that some of the more mature and
capable students were highly motivated by the course itself and by the interactions with their
teachers and parents (T1, T2, T6, T9, T20). T6 commented, “recognition of the students’
accomplishments by the teachers and parents is the most effective [incentive].” Therefore,
some teachers invited the students’ parents to participate in the students’ sharing of artefacts
(T18, T20).
In this subphase, teachers and students assessed and reflected on their learning. The
classrooms, some teachers frequently praised their students verbally. T15 commented, “In
front of the students, encouragement is the main thing. Every child may do something unique
and has his or her own strengths. We as teachers need to recognize the students’ uniqueness
and make them know that we appreciate this uniqueness.” After being praised more, the
students may become more involved in accomplishing the task with confidence and
enthusiasm. Gradually, the students may build a sense of achievement, particularly when their
the ideas that indicated creativity, difficulties, and functions in constructing models and
programming (T5, T8, T10, T14, T19, T22, T23, T25). For example, T8 mentioned, “Students
need to clarify the operation principles of the gate, and they have to show the running effect
and programming process of the finished product.” Generally, different teachers asked
students to value different aspects in self- and peer assessment and reflection. Some teachers
valued the enhancement of knowledge and skills in coding (e.g., T6); some appreciated the
optimization of the works and the smoothness of the program (T10, T11); and some
emphasized the development of students’ creativity (T6, T8, T9, T18). For example, T18
creativity.” T9 commented, “the learning goal of ER is not the final product but students’
interest, sense of achievement, and creativity.” These findings suggest that the teachers had
different views on what should be assessed, which had an important influence on the
use the skills they have acquired, evaluate their understanding (Taylor & Gardner, 2006).
These methods can help students to take agency (Yang et al., 2019) and are critical for their
development of creativity when working with ER. Most importantly, sharing, evaluating, and
evaluating, and regulating) and thus learn how to learn (White & Frederiksen, 1998; Yang,
2019; Yang et al., 2016). However, very limited PP related to sharing, assessment, and
reflection have been developed. Only a few of the teachers in this study sought to create
(Figure 1) in our study are participative, active, and flexible, encourage students to take
experiments, programming creatively, and coping with and further benefiting from errors and
failures, and engage students in evaluating and reflecting in order to engage in creative
processes. The PP demonstrate the above characteristics, and share substantial similarities
with many of the key learning-science principles, including authentic learning environments
for participation, discovery and inquiry, metacognitive assessment and reflection, student
agency, and learning from errors and failures. These principles have been shown to be
effective for developing students’ creativity and other higher-order skills (e.g., collaboration,
knowledge creation) (Brown, 1997; Navarrete, 2013; Yang et al., 2019, Yang et al., 2016).
(Figure 1) for implementing ER in classrooms to help students develop their creativity. The
small number of existing studies focused on a single teacher or class. This is the first study to
explore common PP for using ER based on in-depth interviews with a broad range of
pedagogical framework that consists of four phases and eight sub-phases, along with targeted
teaching strategies. In many cases, teaching creativity via ER is merely reinforcing old ways
learning environments and tasks, inquiry and discovery, learning from errors and failures,
critical for fostering students’ creativity (Brown, 1997; Navarrete, 2013; Sawyer, 2017, 2018;
Yang et al., 2019). Our framework should be capable of helping students develop creativity.
Although this framework was generated for ER activities, it should be applicable to other
subjects and disciplines that involve mental and hands-on activities as well as higher-order
skills.
issues for further investigation. These issues include how to design learning materials and a
flexible school curriculum, how to engage students in conceiving designs for constructing
models, how to create expansive and open-ended tasks to engage students in creative
practices, and how to design metacognitive opportunities (e.g., assessment and reflection) and
scaffolding to support students’ agency and metacognition. Finding and applying the answers
foster students’ creativity. The findings also have practical implications for teachers and
development of creativity.
The findings of this study have several implications for teaching creativity via ER.
First, it is important for teachers to hold beliefs that creativity is a working process; that is, it
is iterative and involves risk-taking, errors and failures, issue identification, model
encourage students to participate more, to explore more, to collaborate more, and to take
risks. Such a culture can be enabled by gradually fostering a sense of epistemic agency and
Third, scaffolding students to cope with and benefit from errors and failures, and respecting
students’ ideas, are crucial for students’ development of creativity. Teachers can use strategies
such as providing choices, accepting students as they are, and boosting their self-confidence.
Fourth, teachers should integrate metacognitive skills such as assessment and reflection into
the creative learning process and teach those skills explicitly. This can be achieved through
This study has some limitations. First, we relied primarily on in-depth interviews with
teachers to explore PP in implementing ER. We did not conduct persistent and systematic
observations of and prolonged engagement with the majority of the teachers’ classes (Lincoln
& Guba, 2013), which are crucial to generate accurate findings and interpretations. Therefore,
future studies are needed to examine teachers’ PP through both in-depth interviews and
interviews with teachers from different districts are needed to refine the understanding of
Second, this study focuses on teaching rather than students’ learning. We identified an
instructional framework for implementing ER, based on what the teachers perceived to be
effective for fostering students’ creativity. However, very few empirical studies have been
development of creativity. Further research is needed to examine whether these practices lead
to the development of creativity.
b. This project was conducted with full ethical approval from the Central China Normal
University
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