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心智表徵與創造思考

The Mental Representation and the Creative Thinking

摘要


本研究旨在探求個體解題的心智表徵與創造思考能力間的關係,並肯定遊戲可以促創造思考。研究中設計了一個“如何測量螞蟻爬行速率?”的問題與五個遊戲,來引發四位個案的創造思考。在個案玩遊戲與解答問題的過程中,觀察他們的行為,並用晤跡方式收集他們對問題與遊戲的看法。分析這些資料來發覺個案的心智表徵,瞭解其在創造思考的功能,並詮釋玩遊戲與解題的意義。 研究結果發現:個案能夠以新的角度或觀點檢視及處理螞蟻的問題,其主要關鍵在於個案將問題重新定義產生另一種心像,這些心像呈現不同層次或不同方向的心智表徵。而個案的不同層次或方向的心智表徵豐富了個案解答問題的多樣性。所以在本研究的情境中,四位個案經由遊戲而促進其創造思考能力。

並列摘要


The primary purpose of this study were to explore the relationship between the mental representation and the ability of creative thinking about the problem-solving of the individual, and to confirm the promotive effect of playing game. A problem “How to measure the velocity of an ant?” and five games were designed to initiate the change in mental representation of four subjects, and the interpretive research method was applied in this study. During playing games and solving problem, subjects’ behaviors were observed, then their ideas were collected through the intensive interviews. By analyzing these data, through the uncovered mental representations, this study understood its function and interpreted the meaning of games to problem. The results of this study revealed the key point that the subjects could over look and process the problem of the ant in a new way, was the redefinition of the problem to afford a new mental image, which appeared on different levels or different directions. So, this study concluded that the ability of creative thinking of all four subjects could be promoted through game-playing.

被引用紀錄


王佳琪、何曉琪(2021)。想像與現實的交織:設計領域想像-創造歷程之建構教育科學研究期刊66(4),245-280。https://doi.org/10.6209/JORIES.202112_66(4).0009
黃明揚(2004)。長期效用的知識建構之探討〔碩士論文,國立臺灣師範大學〕。華藝線上圖書館。https://www.airitilibrary.com/Article/Detail?DocID=U0021-2004200711170437

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