Answers are grounded in this paper and cite their sources.
Methodological framework demonstrates how game design can facilitate four-stage creative cognition in science, suggesting new avenues for educational technology.
Wallas' model of creativity describes a continuous process by which an individual obtains relevant information (preparation), unconsciously processes said information (incubation), has a flash of insight (illumination), and builds upon an idea (verification or implementation). Per this model, technologies or methodologies looking to develop creative skills in individuals must find a way to nurture this four‐step process. Regarding technologies, creativity research has shown that games and simulations meant to provide the tools and context needed to promote creative thinking may have significant developmental value. The goal of this paper is to detail a methodology for the design of games which promote the development of creative skills through the facilitation of all four phases of Wallas' model. The example we will be providing involves creative skills in a general chemistry context, but the design principles at play should apply to other domains as well.
No takes yet. Share an insight, caveat, or question.
Scott et al. (2026) studied this question.
Synapse has enriched 5 closely related papers on similar clinical questions. Consider them for comparative context: