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題 名 | 心智表徵與創造思考=The Mental Representation and the Creative Thinking |
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作 者 | 周進洋; 韓承靜; | 書刊名 | 科學與教育學報 |
卷 期 | 3 1999.06[民88.06] |
頁 次 | 頁1-25 |
分類號 | 521.426 |
關鍵詞 | 創造思考; 創造思考能力; 心智表徵; 問題解決; 遊戲; Creative thinking; Mental representation; Problem-solving; Games; |
語 文 | 中文(Chinese) |
中文摘要 | 本研究旨在探求個體解題的心智表徵與創造思考能力問的關係,並肯定遊戲可以 促進創造思考。研究中設計了一個「如何測量螞蟻爬行速率?」的問題與五個遊 戲,來引發四位個案的創造思考。在個案玩遊戲與解答問題的過程中,觀察他們 的行為,並用晤談方式收集他們對問題與遊戲的看法。分析這些資料來發覺個案 的心智表徵,瞭解其在創造思考的功能,並詮釋玩遊戲與解題的意義。 研究結果發現;個案能夠以新的角度或觀點檢視及處理螞蟻的問題,其主要關 鍵在於個案將問題重新定義產生另一種心像,這些心像呈現不同層次或不同方向 的心智表徵。而個案的不同層次或方向的心智表徵豐富了個案解答問題的多樣性。 所以在本研究的情境中,四位個案經由遊戲而促進其創造思考能力。 |
英文摘要 | The primary purpose of this study were to explore the relationship between the mental representation and the ability of creative thinking about the problem-solving of the individual, and to confirm the promotive effect of playing game A problem "How to measure the velocity of an ant?" and five games were designed to initiate the change in mental representation of four subjects, and the interpretive research method was applied in this study. During playing games and solving problem, subjects' behaviors were observed, then their ideas were collected through the intensive interviews. By analyzing these data, through the uncovered mental representations, this study understood its function and interpreted the meaning of games to problem. The results of this study revealed the key point that the subjects could overlook and process the problem of the ant in a new way, was the redefinition of the problem to afford a new mental image, which appeared on different levels or different directions. So, this study concluded that the ability of creative thinking of all four subjects could be promoted through game-playing. |
本系統中英文摘要資訊取自各篇刊載內容。