A
Model for the Creation of
Meaningful Community College Learning Experiences
Construction
of individual meaning improves when students develop their creativity.
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What we know:
To live
a creative life, we must lose our fear of being wrong. -- Joseph Chilton
Pearce
We know that most
of the content our students are learning in our classrooms will be obsolete
just a few years after they graduate. Also, we know that academic grades
are often a poor predictor of success satisfaction in the workplace.
Often students "succeed" by figuring out how to become good
academic test takers but don't develop their critical thinking skills,
problem solving skills, or divergent thinking skills, or their ability
to adjust to change. Designing appropriate, complex learning experiences
(along with appropriate assessment) will help our students succeed.
Developing classroom practices that foster creativity will help students
construct individual meaning.
There's
a mystique about being creative that permeates our culture and our educational
system. My twelve years of coaching in the Odyssey of the Mind program
(click here to read more about
OM) have given me the inspiration and time to think about what it
means to be creative, whether or not creativity can be taught, and the
implications the answers to these questions may have for our community
college students.
I can't count the
times I've heard adults (including teachers) say they'd like to coach
in the Odyssey of the Mind program, or perhaps learn to paint a picture,
or write a book, but they haven't tried because "they're not creative
enough." Even worse, I've heard this statement from my community
college students (and from faculty members). I use many strategies in
the classroom that I've learned while coaching Odyssey of the Mind;
therefore, I question my students about their participation in the program
during elementary school, junior high, and high school. (Because many
of the strategies may not resemble what students "expect"
in a college classroom, it's important for me to be clear about how
the activity has been designed to create an appropriate learning experience.)
When I ask the "how many of you participated in OM" question,
this is how the conversation usually goes:
STUDENT (intrigued,
enthusiastic): Oh, wow, I always wanted to be in the Odyssey of the
Mind."
PROFESSOR FORD: Well, why didn't you participate?
STUDENT (disappointed, resigned): They told me I wasn't creative enough.
What's even more
upsetting than the thought that a teacher would tell a student she isn't
creative enough to participate is the fact that the students so readily
accept this evaluation. Furthermore, if I ask the student at this point,
what it means to be creative, or how she knows she isn't creative enough,
the student usually can't form an answer.
Thinking about
the connection between creativity and learning can help us open new
windows into designing appropriate learning experiences for our community
college students. While defining creativity is a challenge, it's clear
that creativity can be developed, and that many of the qualities possessed
by "creative types" are the same qualities we'd like our community
college students to develop. With thought, we can design activities
that help students develop their creativity.
The support for what we know:
What does it mean to be
creative?
Our contention is
that creativity is not something we "have" or don't "have."
Although we've used the phrase "creative type" above, most
scholars think of creativity as being linked to a process or final product
rather than to a person. In other words, people aren't born more or
less creative. Every brain has the potential to be creative. People
we call "creative" are simply more fluent with the creative
process and are therefore more likely to fashion a product considered
to be creative.
As stated above,
the creative product and the process of being creative are separate
concepts. Arthur Cropley (2001), a well-known researcher and writer
on creativity, explains that a
product may be judged to be creative if it is novel, effective (it works)
and ethical (not selfish or destructive) (p. 6). E.P. Torrance contends
that a person fluent with the creative process exhibit particular skills
(critical thinking, divergent thinking, abilities (concentration, imagination,
problem finding), and motives (curiosity, willingness to take risks,
persistence) (cited in Cropley, 2001, p.9). Creativity, as Cropley defines
it, "does not involve abandoning conventional understandings of
the world . . . [rather it requires] going beyond them and building
structures that contain novelty while at the same time retaining the
capacity to function in the social environment" (p. 30).
Howard Gardner
(1999), in Intelligence Reframed, defines creativity like this:
"People are creative when they can solve problems, create products,
or raise issues in a domain in a way that is initially novel
but is eventually accepted in one or more cultural settings" (p.116).
By domain, Gardner means a field of study or artistic endeavor or discipline.
For example, Leonardo da Vinci was creative in the domains of painting
and invention. A creative process/product must be more than novel, it
must also have meaning within cultural settings. Although Gardner allows
for "small-scale creativity" of the sort we see day to day
in our classrooms, for him, the essence of creativity is that which
transforms a domain. Gardner points to examples of creative people who
have affected domains: composers Richard Wagner and John Lennon, scientists
James Watson and Francis Crick, and filmmaker Steven Spielberg (p. 117).
So, isn't creativity
just a form of intelligence? Gardner would say no, that creativity and
intelligence are different. Furthermore, we can be experts without being
creative. He explains the difference like this:
Both [creativity
and intelligence] involve solving problems and creating products.
Creativity includes the additional category of asking new questions
-- something that is not expected of someone who is "merely"
intelligent ... Creativity differs from intelligence in two additional
respects. First, the creative person is always operating in a domain
or discipline or craft. One is not creative or noncreative in general
... Second, the creative individual does something that is initially
novel, but the contribution does not end with novelty -- it is all
to easy to do something merely different. Rather, what defines the
creative act or actor is the ultimate acceptance of that novelty;
and again, the acid test of creativity is its documented effect on
the relevant domain or domains. (p. 116, 117).
Gardner acknowledges
that his definition of creativity may seem unfair in that some creative
products may be so unusual that the affect on the domain may not be
apparent for many years. For example, the French mathematician Galois,
who died at age 20, left a creative body of math that was not recognized/understood
until years after his death (Cropley, 2001, p.8).
Gardner has explored
what factors may lead to the development of a creative personality,
including:
exposure
at an early age to people who are comfortable with making changes
and who do not easily admit failure
the
opportunity to excel in at least one pursuit when young
sufficient
discipline so that a domain can be more or less mastered in youth
an
environment that constantly stretches the young person, so that triumph
remains within grasp without being too easily achieved
peers
who are also willing to experiment and who are not deterred by failure
late
birth order or an unusual family configuration that encourages or
at least tolerates rebellion
some
kind of physical, psychic, or social obstacle or anomaly that makes
a person marginal within his or her group (Gardner, Intelligence Reframed,
p. 121)
It's interesting
to think about how unlikely it is that most young children will experience
these factors in elementary school or in the home. While we do cheer
on children with stories about "never giving up" (such as
The Little Engine That Could), the typical school system is not
usually comfortable with change, for example. Scheduling often prevents
the blocks of time necessary for children to "excel in at least
one pursuit." Experimenting and creative risk-taking are not rewarded.
Rebellion of any sort gets children labeled "difficult." And
who in elementary school wants to be an outsider? Sameness and the pressure
to "fit in" have been cited as the source of many problems
including cliques and bullying. Of course, the pressure to "fit
in" can also stifle creative thought. Grading is often focused
on one "correct" answer (convergent
thinking) rather than allowing for many solutions (divergent
thinking). Even when problem solving is taught, students are
not able to identify/frame the problem.
During my twelve
years of coaching Odyssey of the Mind teams, I've observed that teams
who develop fluency with the creative process and produce creative solutions
tend to have these qualities:
- they see problems
as challenges rather than obstacles
- they are not
afraid to attempt solutions for extremely difficult problems
- they work well
in teams and value the diversity of strengths in their team mates
- they are confident
- they are self-aware
- they have a good
sense of humor, including the ability to laugh at themselves
- they don't always
select tasks they know they will be good at solving (in other words,
they like to "stretch" their brains)
- they engage in
metacognition and reflection as a regular part of their learning process
- they are not
overly concerned about what other people think of them
- they practice
both divergent and convergent thinking
- they're not afraid
to be wrong, or to make a mistake
There
are many ways to think about and classify the qualities possessed by
creative learners. Bena Kallick and Arthur L. Costa describe sixteen
"Habits of Mind" that help illuminate how students construct
individual meaning. Kallick and Costa say, "A 'Habit of Mind' means
having a disposition toward behaving intelligently when confronted with
problems, the answers to which are not immediately known" (Costa
& Kallick, 2000). They point out that the list of sixteen habits
is not meant to be complete but is, rather, a starting point. The Habits
of Mind include persisting, managing impulsivity, thinking flexibly,
thinking about thinking (metacognition), questioning and posing problems,
applying past knowledge to new situations, responding with wonderment
and awe, taking responsible risks, and finding humor. (To
read more about the Habits of Mind, click here: http://www.habits-of-mind.net)
How does this relate to teaching in the community college classroom?
Can creativity be taught?
I would suggest
that our community college students are already extremely creative,
and that acknowledging that inherent creativity is our first step. For
example, think about the tremendous creativity many of them must use
to juggle their home lives, their work responsibilities, their social
lives, and their academic work! In many cases, though, these students
have not had this creativity acknowledged or supported or even recognized
by our current system. The first step is for us is to RECOGNIZE what
the students BRING TO OUR CLASSROOMS and then use what they have brought
to help them construct meaning. Creativity, or the state of mind we
might call "being creative" is a lens the students can look
through that will help them construct meaning out of the world around
them. In order to unlock this potential, we have to understand what
it means to be creative and begin thinking about how to design learning
experiences that will help unlock this creativity.
Most teachers, if
asked, would say that creativity is a plus and that they support creativity
in the classroom. However, studies have shown that many teachers disapprove
of behavior traits associated with creativity (boldness, desire for
novelty, originality) (Cropley, 2001, p.137). Many teachers favor memorization
and accurate recall to critical thinking and independent decision making.
Creative students are often in trouble with teachers. They talk too
much, they take risks, and they question everything. They don't "go
along with the program." The creative classroom is noisy, messy,
complex, and challenging (without being threatening).
Teachers can foster
creativity in the community college classroom by designing projects
that give students the opportunity to identify and/or frame the problem.
One approach is thematic teaching. For example, when giving students
a research project, present the project in such a way that they have
to identify the problem to be solved. When shaping a thematic unit on
homeless people in the college community, students will benefit from
identifying the problem(s) they will attempt to solve. Rather than asking
them to investigate programs designed to help the homeless, create a
learning experience for them that encourages them to ask the questions:
Are there homeless people in our area? Why? What can be done to solve
this problem? What's being done now? What needs to be done? Problem
presentation is key. Here's an example from Odyssey of the Mind. Students
were given an engineering problem requiring them to build a new kind
of boat. However, rather than asking them to build a new kind of boat,
the problem presenter asked the students to design a way to get across
the water. This problem presentation could lead to the design of a cable
system (like a clothes line), a bridge, a hovercraft, or other creative
solutions. One team of Odyssey of the Mind students given this problem
designed contraptions with wood and tires that worked like the "water-walking"
spider, the ranatra fusca! (The "Ranatra Fusca" is now the
name of an award earned by children in the OM program for demonstrating
exceptional creative risk-taking.) If, on the other hand, we ask the
students to design a "better boat" they will probably just
design a boat. The point is to think very carefully about every problem
we give our students. An approach that encourages divergent thinking
skills will more often lead to the development of a creative solution.
Furthermore, encouraging the students identify the problem (rather than
providing a problem for them) will also help them develop creativity.
Cropley suggests
that teachers who foster creativity in the classroom share these traits:
- they encourage
independent learning
-
they encourage cooperative learning in a socially integrated environment
- they tolerate
"sensible" error
- they do not
neglect mastery of factual knowledge
- they promote
self-evaluation
- they take questions
seriously
- they offer opportunities
to work with varied materials under different conditions
- they help students
learn to cope with frustration and failure
- they reward
courage as much as being right (Cropley, 2001, p. 138)
We suggest the following
additions/clarifications to Cropley's list. Teachers who foster creativity
in the community college classroom help students develop their creative
thinking skills with brainstorming and other creativity exercises, teach
creative problem-solving including how to identify the problem, value
creativity (even when it produces a "wrong" answer), help
students think about the connections between creativity and learning,
emphasize higher-order thinking skills ( teach divergent as well as
convergent thinking), create complex learning activities, help students
learn to view obstacles as opportunities, model the creative process,
design appropriate learning assessment tools, and celebrate diversity
and social interaction.
Creativity is inseparable
from learning. One can't "learn" (in the sense the Caines
give the term "learning") without being creative. We are all
creative. We can, however, improve our creativity with appropriate learning
experiences. As Cropley suggests, learning experiences should encourage
students to develop the following aspects of divergent thinking: "fluency
(quantity of answers), flexibility (variability of idea categories in
the answers), and originality (uncommoness of answers)" plus "elaboration
(complexity and completeness of answers)" and "effectiveness
(link to constraints of the real world)" (p. 102). We can teach
creativity by teaching students to identify and solve problems. Also,
we can teach creative brainstorming and other techniques. We can design
learning experiences for our students that encourage the development
of qualities creative people exhibit. As Cropley says, "The central
focus of fostering creativity in the classroom is thus not production
of creative geniuses and it is not necessary for teachers interested
in fostering creativity to set their sights on achieving scientific,
technological, literary, artistic or other revolutions. Of course teachers
may sometimes make a contribution in this direction by sowing the seeds"
(p. 135).
Cropley (2001) writes,
"Turning to teaching methods it has been shown that learning activities
that emphasize branching out, finding out, or inventing such as discovery
learning, learning under playful conditions and learning with the help
of fantasy can be more effective than traditional methods such as the
face-to-face lecturing or rote learning" (p.136).
How can we use this information in the community college classroom?
As David A. Sousa (2001) explains, "New research is revealing that
students are more likely to gain greater understanding of and derive
greater pleasure from learning when allowed to transform the learning
into creative thoughts and products" (p. 40). In other words, when
students are encouraged to use creativity to construct individual meaning
for themselves, they are more likely to not only remember what they've
learned, but also to be capable of retrieving what they've learned to
use in future applications.
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