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Title: Using Computer Game Software in a First-Year Seminar and its Effects on Students’ Creative Self-Efficacy, Creative Personal Identity, and Insight Problem Solving Abilities
Award ID(s):
1725952
PAR ID:
10342226
Author(s) / Creator(s):
Date Published:
Journal Name:
TechTrends
Volume:
66
Issue:
4
ISSN:
8756-3894
Page Range / eLocation ID:
631 to 642
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
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  1. Abstract Identifying ways to enable people to reach their creative potential is a core goal of creativity research with implications for education and professional attainment. Recently, we identified a potential barrier to creative achievement: creativity anxiety (i.e., anxiety specific to creative thinking). Initial work found that creativity anxiety is associated with fewer real-world creative achievements. However, the more proximal impacts of creativity anxiety remain unexplored. In particular, understanding how to overcome creativity anxiety requires understanding how creativity anxiety may or may not impact creative cognitive performance, and how it may relate to state-level anxiety and effort while completing creative tasks. The present study sought to address this gap by measuring creativity anxiety alongside several measures of creative performance, while concurrently surveying state-level anxiety and effort. Results indicated that creativity anxiety was, indeed, predictive of poor creative performance, but only on some of the tasks included. We also found that creativity anxiety predicted both state anxiety and effort during creative performance. Interestingly, state anxiety and effort did not explain the associations between creativity anxiety and creative performance. Together, this work suggests that creativity anxiety can often be overcome in the performance of creative tasks, but likewise points to increased state anxiety and effort as factors that may make creative performance and achievement fragile in more demanding real-world contexts. 
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