Abstract This study was done to understand the influence of creative thinking and
playfulness in enhancing creative self-esteem of students. 40 freshmen master’s
students in the Design discipline, participated in the study. Participants were
required to undergo an activity involving creative thinking and playful activities.
Their creative self-assessment was carried out using creative style
questionnaire-Revised (CSQ-R), pre and post activity. Results did not indicate a
global increase in creativity of the students as assessed by CSQ-R. However, two
subscales of CSQ-R viz. Use of other people (p < 0.001) and Environmental
Control/self-regulation (p = 0.04) showed significant change post activity. The
findings are discussed in light of cognition research. We argue for design and
implementation of such creative thinking based workshops in enhancing the cre-
ative styles of individuals especially through improvement in working with groups
and self-regulation of the individuals.
Keywords Creativity
Creative assessment
Creative thinking Creative
activity Creative workshops
Creative enhancement
Creative style
questionnaire-revised
1 Introduction
2 Method
2.1 Participants
This study employed 40 freshmen students from the design discipline, 29 males and
11 females, (Mean age = 24.6 years, SD = 2.3) from a technical Institute who
voluntarily participated in the study. The participants joined the Institute for their
Master of Design degree programme after clearing the CEED (common entrance
examination of design, India)1 entrance examination, written test and interview. The
students can be perceived to some extent as creative individuals as they cleared all
India competitive examination for design (CEED). They were a part of the design
course module which was being offered in the Institute. Participant’s background
varied from Civil engineering, Computer Science, Aerospace engineering,
Mechanical Engineering, Electrical engineering, Architects and Fashion Designers.
40 participants were divided in 8 groups having 5 members in each group
randomly.
3 Materials
The course blended a mix of playful learning with basic theory on the design
thinking (how to solve a problem). The course was organized into 3 modules for a
period of four months. 1st module only focused on the theoretical part of the design
thinking process. 2nd module focused on the playful activities done in groups and
the 3rd module consisted the prototyping phase (tinkering with various materials,
developing various forms). Course variety included repeated brainstorming ses-
sions, group playful activities etc. In this paper we specifically present the 2nd
module for its direct relation with creativity and playful activities.
6 playful games were used for the students.
• Game 1: Fit inside the circle
All 40 students had to fit inside a 15-in. radius circle marked on a ground. They had
to fit inside the circle with a nice form. After each successful attempt the circle size
got reduced by 2 in. Figure 1 shows the game played by the students.
1
CEED—Common entrance examination for design is a national entrance examination for post
graduate studies in the field of design. This examination is hosted annually by the Industrial design
Center, IIT Bombay on behalf of MHRD, Govt. of India.
Influence of Creative Thinking and Playfulness … 469
Our designed games help the individuals to be more creative in their approaches
when solving a problem by:
1. These games involve the process of divergent thinking with an open choice
approach. Individuals can freely assimilate (think new ideas or imagination) and
accommodate new schemata to solve the problem of each game.
2. These games involve the peer discussions and collaboration which helps in the
process of divergent thinking. Individuals try to judge their attitude and
approach when working in groups. Individuals also empathize towards the other
group members (understanding their emotions).
3.3 Ratings
4 Procedure
Before beginning the 2nd module, participants were asked to fill the CSQ-R
questionnaire. This was done to record the existing mindsets, beliefs, strategies and
techniques towards being creative. Course was conducted twice a week which ran
for a period of 4 weeks and each game was played by the participants within a
duration of 30–45 min. Participants were provided with all the necessary tools as
per demanded by the game rules. Participants either performed these playful
activities individually (game 5 and 6) or in groups (games 1–4). All these activities
were performed on an open terrace (66 ft 48 ft) wider space to accommodate 40
students for various activities. After each activity participants were asked to submit
a report with a refined version of the solution in a notebook within 2 working days
for evaluation. Participants were instructed to fill the CSQ-R questionnaire after the
2nd module was over to evaluate the difference and impact of these playful
activities on being creative on various subscales.
5 Results
This study examined the change in the creative style index of the individuals on
various subscales. The results were analyzed using the repeated measures, Tukey—
HSD analysis was done and the results were found highly significant for the sub-
scale the use of other people (p < 0.001) and found significantly high for
Environmental control/Self-Regulation (p = 0.04). Tables 1 and 2 show the sig-
nificant improvement found in the two subscales. Table 3 summarizes all the rat-
ings of the CSQ-R on various subscales. We also examined the overall change
which showed no significant differences. The results revealed a greater engagement
and performance in the creative activity when participants worked in groups. We
observed an initial repulsion amongst the individual to share or discuss the idea
amongst them but eventually the fear of rejection got subdued once the participants
were instructed to be open to the weirdest or the wild ideas. Think aloud protocol
was used in each group to come up with multiple solutions. Further, participants
472 M. Kumar et al.
Table 1 Summary of repeated measures ANOVA for the subscale (use of other people)
Within subjects effects_other people
Sum of squares df Mean square F p η²
Other people 45.276 1 45.276 349.2 <0.001 0.9
Residual 5.057 39 0.13
Note Type III sum of squares
Table 2 Summary for repeated measures ANOVA for the subscale (environmental control and
self-regulation)
Within subjects effects_self regulation
Sum of squares df Mean square F p η²
Self-regulation 0.002 1 0.002 4.333 0.044 0.1
Residual 0.022 39 5.585e−4
Note Type III sum of squares
Table 3 Ratings of all the subscales of CSQ-R (pre and post activity)
Subscale Pre-activity (mean Post-activity (mean
score) score)
1. Belief in unconscious processes 52.82 52.95
2. Use of techniques
3. Use of other people 59.87 59.87
4. Product orientation 27.5 27.47
5. Environmental 19.55 19.65
control/self-regulation
6. Superstition 48.55 48.35
7. Use of senses 4.6 4.725
16.05 16.02
also self-regulated themselves to facilitate their creative work during this course i.e.
they used external stimuli to facilitate their creative process (music, consumption of
snacks, assigning a particular place for the creative work). This result suggests the
influence of playfulness on the usage of external stimuli to self-regulate, or facilitate
creativity.
6 Discussion
Although vast literature exists regarding the relationship of playfulness and cre-
ativity, very few literature discusses the impact of playfulness on creative styles of
the individuals. Our paper identifies the major creative styles used when people are
engaged in a playful activity. Playful activities certainly help improve creative
styles of individuals. This is in conformity with the earlier literature [6, 14, 18]
Influence of Creative Thinking and Playfulness … 473
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