Summary: | 碩士 === 臺北市立教育大學 === 創造思考暨資賦優異教育研究所 === 99 === The Creative Contest for primary and secondary school students in Kaohsiung – “The Mind Game” is the first domain-oriented competition in Taiwan, in which rating students’ creative thinking ability by subjects. This research aims at the students who have joined “The Mind Game 2009”. We gave them “The Creativity Tendency Scale” before the competition in order to evaluate the different performances between the top 5 students and those who didn’t enter the final in creative tendency.On the other hand, we ask the top 5 of all domains’ students to take the “New Creativity Test” after the competition to find out the difference between these students’ creative thinking abilities. After analyzing the statistics, the results shows as following:
A. In terms of the performance and differences between the Junior high students’ creative tendency.
a. All students’ creative tendencies performance, both the top 5s and who didn’t enter the final are better than those who didn’t join the competition.
b. There are no difference in creative tendencies performance between 2 genders.
c. There are significant differences in creative tendencies performance between students who joined the science and the maths domain competition.
B. The performance and the differences of the top 5 secondary-school students in the “New Creativity Test”.
a. The top 5 students got better scores in the “New Creativity Test” than average studnents.
b. The top 5 Language-domain students showed better performance in flexibility then those top 5 students in the Integrated-activities-domain in the “Verbal Creativity Test”.
c. The top 5 Math-domain students showed significant differences in fluency than the Integrated-activities-domain students.
d. The top 5 students of Integrated-activities-domain shows significant elaboration performance than the top 5 students of other domains in the “Figural Creativity Test”.
This research intends to focus on students’ performance in “The Mind Game” and point out the top 5 students’ creative characteristics, and by doing so, it offers recommendations to the participated schools and the game host.
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