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Full-Text Articles in Education

Collaborative Innovation In Global Teams: A Case Study Of The Startup Grind Inc. Global Community Team, Camey L. Andersen Dec 2018

Collaborative Innovation In Global Teams: A Case Study Of The Startup Grind Inc. Global Community Team, Camey L. Andersen

Student Works

The Startup Grind Inc. Global Community Team was studied to show how creativity and innovation occur in a global virtual team. Innovation occurred by choosing team members who were committed to a creative team environment. Team creativity online was strengthened by providing opportunities for the global virtual team to meet in person. Alternative brainstorming methods outside the scheduled team meetings also added to the overall innovation of the team. Flexibility with the virtual office and meetings provided a platform for the team to think outside the box. Team members achieved a unity of ideas as they used innovation and creativity …


Group Flow In The Byu Animation Studio, Jana Lynn Duncan Jul 2016

Group Flow In The Byu Animation Studio, Jana Lynn Duncan

Theses and Dissertations

This dissertation encompasses three articles concerning Sawyer's (2007) theory of group flow in the context of higher education, including a literature review, and two interpretive studies. In the literature review and in the first interpretive research article, the results of the research illuminated the applicability of themes of group flow in collaborative settings in higher education in themes of vision, ownership and contribution, and communication. The final article provides a description of the roles of student lead and professor in this environment and the unique ways that they may have encouraged those themes in the studio. The context for this …


Embracing The Danger: Accepting The Implications Of Innovation, Jason K. Mcdonald Jan 2016

Embracing The Danger: Accepting The Implications Of Innovation, Jason K. Mcdonald

Faculty Publications

Instructional designers are increasingly looking beyond the field’s mainstream approaches to achieve desired outcomes. They seek more creative forms of design to help them invent more imaginative experiences that better reflect their vision and ideals. This essay is addressed to designers who are attracted to these expanded visions of their profession. Innovative approaches to design can be considered dangerous, at least to the status quo. The author first discusses why this is so, and then explains how embracing the danger—accepting the risks that accompany originality and innovation—might also be what allows designers to develop experiences consistent with the high-levels of …


Development And Initial Validation Of An Innovation Assessment, Jacob D. Wheadon Jul 2012

Development And Initial Validation Of An Innovation Assessment, Jacob D. Wheadon

Theses and Dissertations

In the past two decades, there has been an increased demand for more innovative individuals and organizations. In response to this need, a number of groups have begun to teach innovation courses to improve people's innovation skills. While many of these groups report success in helping people become more innovative, there is no way to test the effectiveness of the innovation courses. This study describes the development and initial validation of an innovation test instrument. It demonstrates how the author identified the content domain of the test and created test items. Then it describes initial validation testing of the instrument. …


The Viability Of Virtual Worlds In Higher Education: Can Creativity Thrive Outside The Traditional Classroom Environment?, Linda M. Bradford Jun 2012

The Viability Of Virtual Worlds In Higher Education: Can Creativity Thrive Outside The Traditional Classroom Environment?, Linda M. Bradford

Theses and Dissertations

In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world education on creative thought for university level students. Over the course of two semesters, a total of 97 university students participated in this study. Forty-six of these participants (experimental group) spent time in a specially designed virtual world environment, the V.I.E.W., while 51 of the participants (control group) met …


Collecting, Organizing, And Managing Resources For Teaching Educational Games The Wiki Way, David Wiley, Shelley Henson, Brett Shelton Dec 2007

Collecting, Organizing, And Managing Resources For Teaching Educational Games The Wiki Way, David Wiley, Shelley Henson, Brett Shelton

Faculty Publications

As a reaction to the growing number of teachers using games in their curricula and the corresponding increase in university courses aimed at teaching the design of effective instructional games, we introduced a panel at the recent Games, Learning and Society presentation in Madison, Wisconsin, in June 2006. This panel brought together a community of interested parties involved with teaching educational game design. We collaborated with attendees before the panel convened so that we could introduce resources such as syllabi, collections of readings, and discussions of theory in a wiki environment to which participants could contribute during the session. After …


Fostering Creativity Through A Nonlinear Approach To Teaching Technology At Wood River Middle School, Warren Edgar Hull Feb 2007

Fostering Creativity Through A Nonlinear Approach To Teaching Technology At Wood River Middle School, Warren Edgar Hull

Theses and Dissertations

The purpose of this thesis is to address the following research questions: 1) what is the current status of creativity research in a typical classroom, and 2) how does an instance of exemplary teaching serve to encourage creativity in a technology education setting? The first research question is focused on through a thorough review of published literature on creativity in order to frame the second research question. The second research question is addressed by understanding how Mr. Brad Thode, the technology teacher at Wood River Middle School in Hailey, Idaho, encourages his students to be creative. By investigating this one …