Cultivating Aesthetic and Creative thinking through Digital games: a systematic review
Subject Areas : Infomartion TechnologyAmir Hossein Amooeirazani 1 , حسین زنگنه 2 , Hassan Zokhtareh 3
1 - Educational Technology, Humanity, Bu-Ali Sina University
2 - گروه تکنولوژی دانشگاه بوعلی سینا همدان
3 -
Keywords: Aesthetic thinking, Creative thinking, Digital game.,
Abstract :
This research seeks to provide a framework for cultivating aesthetic and creative thinking through digital games based on flow theory, children's creative thinking analysis theory, and Markovich's model. This research was conducted using a systematic review method using the Prisma (2020) guidelines in ProQuest, Scopus, Web of Science, Springer, Wiley Online Library, and ScienceDirect databases. Although 995 articles were identified, 20 articles met the selected criteria. Some authors argue that aesthetic and creative thinking are closely related. Whereas creative thinking, production of novel ideas and aesthetic thinking emphasizes specific cognitive reaction senses. Also, every feature of digital games leads to the improvement of one or more components of aesthetic and creative thinking. These findings have important implications for educators and game developers who seek to design games that lead to the improvement of aesthetic and creative thinking. These findings have important implications for educators and game developers who seek to design games that lead to the improvement of aesthetic and creative thinking. However, it is important to note that the effectiveness of digital games in cultivating aesthetic and creative thinking depends on the quality of the game design, the context of use, and the individual characteristics of the players. More research is needed to discover these factors and examine the long-term effects of digital games on students' creativity and aesthetic development.
References
Abbasi, A., Shariat, H., & Sarbazhosseini, A. (2018). Comparison of the effect of e-learning on critical thinking, creativity and academic progress in second year high school students in the field of experimental sciences. Information and Communication Technology Quarterly in Educational Sciences, 8(4), 5-23. (In Persian).
Alexiou, A., Schippers, M. C., Oshri, I., & Angelopoulos, S. (2022). Narrative and aesthetics as antecedents of perceived learning in serious games. Information Technology & People, 35(8), 142-161. https://doi.org/10.1108/ITP-08-2019-0435
Arnab, S., Clarke, S., & Morini, L. (2019). Co-creativity through play and game design thinking. Electronic Journal of e-Learning, 17(3), 184-198.
Atari, M., Afhami, R., & Mohammadi-Zarghan, S. (2020). Exploring aesthetic fluency: The roles of personality, nature relatedness, and art activities. Psychology of Aesthetics, Creativity, and the Arts, 14(1), 125.
Baber, W. W., Ojala, A., & Martinez, R. (2019). Effectuation logic in digital business model transformation: Insights from Japanese high-tech innovators. Journal of Small Business and Enterprise Development, 26(6/7), 811-830.
Behnamnia, N., Kamsin, A., & Ismail, M. A. B. (2020). The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: A review. Thinking Skills and Creativity, 37, 100666.
Behnamnia, N., Kamsin, A., Ismail, M. A. B., & Hayati, A. (2020). The effective components of creativity in digital game-based learning among young children: A case study. Children and Youth Services Review, 116, 105227. https://doi.org/https://doi.org/10.1016/j.childyouth.2020.105227
Belfi, A. M., Vessel, E. A., Brielmann, A., Isik, A. I., Chatterjee, A., Leder, H., Pelli, D. G., & Starr, G. G. (2019). Dynamics of aesthetic experience are reflected in the default-mode network. NeuroImage, 188, 584-597.
Bereczki, E. O., & Kárpáti, A. (2021). Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices. Thinking Skills and Creativity, 39, 100791. https://doi.org/https://doi.org/10.1016/j.tsc.2021.100791
Blanco-Herrera, J. A., Gentile, D. A., & Rokkum, J. N. (2019). Video Games can Increase Creativity, but with Caveats. Creativity Research Journal, 31(2), 119-131. https://doi.org/10.1080/10400419.2019.1594524
Boytos, A., Smith, K., & Kim, J. (2017). The underdog advantage in creativity. Thinking Skills and Creativity, 26, 96-101. https://doi.org/https://doi.org/10.1016/j.tsc.2017.10.003
Bracci, F. (2022). Creativity and educational practices. Towards a model of development of critical and creative skills. Form@ re-Open Journal per la formazione in rete, 22(1), 217-228.
Brand, M., Rumpf, H.-J., King, D. L., Potenza, M. N., & Wegmann, E. (2020). Clarifying terminologies in research on gaming disorder and other addictive behaviors: Distinctions between core symptoms and underlying psychological processes. Current Opinion in Psychology, 36, 49-54.
Buil, I., Catalán, S., & Martínez, E. (2018). Exploring students' flow experiences in business simulation games. Journal of Computer Assisted Learning, 34(2), 183-192.
Burleigh, T. L., Griffiths, M. D., Sumich, A., Stavropoulos, V., & Kuss, D. J. (2019). A systematic review of the co-occurrence of Gaming Disorder and other potentially addictive behaviors. Current Addiction Reports, 6, 383-401.
Cai, W., Lin-Schilstra, L., Yang, C., & Fan, X. (2021). Does participation generate creativity? A dual-mechanism of creative self-efficacy and supervisor-subordinate guanxi. European Journal of Work and Organizational Psychology, 30(4), 541-554.
Chatterjee, A., & Vartanian, O. (2016). Neuroscience of aesthetics [https://doi.org/10.1111/nyas.13035]. Annals of the New York Academy of Sciences, 1369(1), 172-194. https://doi.org/https://doi.org/10.1111/nyas.13035
Chemi, T. (2016). The Experience of Flow in Artistic Creation. In L. Harmat, F. Ørsted Andersen, F. Ullén, J. Wright, & G. Sadlo (Eds.), Flow Experience: Empirical Research and Applications (pp. 37-50). Springer International Publishing. https://doi.org/10.1007/978-3-319-28634-1_3
Chu, D.-T., Phuong, T. N. T., Tien, N. L. B., Tran, D. K., Thanh, V. V., Quang, T. L., Truong, D. T., Pham, V. H., Ngoc, V. T. N., & Chu-Dinh, T. (2020). An update on the progress of isolation, culture, storage, and clinical application of human bone marrow mesenchymal stem/stromal cells. International journal of molecular sciences, 21(3), 708.
Corradi, G., Chuquichambi, E. G., Barrada, J. R., Clemente, A., & Nadal, M. (2020). A new conception of visual aesthetic sensitivity. British Journal of Psychology, 111(4), 630-658.
Cropley, D. H., & Patston, T. J. (2019). Supporting creative teaching and learning in the classroom: Myths, models, and measures. Creativity under duress in education? Resistive theories, practices, and actions, 267-288.
Cseh, G. M. (2022). Of Night and Light and the Half-Light: The Role of Multidimensions of Emotion and Tolerance of Uncertainty in Creative Flow.
Csikszentmihalyi, M. (1990). Flow. The Psychology of Optimal Experience. New York (HarperPerennial) 1990.
Csikszentmihalyi, M. (2020). Finding flow: The psychology of engagement with everyday life. Hachette UK.
Deng, L., Wu, S., Chen, Y., & Peng, Z. (2020). Digital game‐based learning in a Shanghai primary‐school mathematics class: A case study. Journal of Computer Assisted Learning, 36(5), 709-717.
Desai, V., & Vidyapeeth, B. (2019). Digital marketing: A review. International Journal of Trend in Scientific Research and Development, 5(5), 196-200.
Dimitriadou, A., Djafarova, N., Turetken, O., Verkuyl, M., & Ferworn, A. (2021). Challenges in serious game design and development: Educators’ experiences. Simulation & Gaming, 52(2), 132-152.
Duncan, K. J. (2020). Examining the effects of immersive game-based learning on student engagement and the development of collaboration, communication, creativity and critical thinking. TechTrends, 64(3), 514-524.
Engelstein, G., & Shalev, I. (2022). Building Blocks of tabletop game design: An encyclopedia of mechanisms. CRC Press.
Eshghi, S., Mokhtabad, A., & SHARIFZADEH, M. (2020). Aesthetics and Creativity in the School of Postmodernism with Emphasis on the Model of Assembly in Contemporary Iranian Art. ISLAMIC ART.
Ferrari, M., Wang, F., Kord Noghabi, R., Feng, Z., & Saffaran, P. (2023). Wisdom, Intelligence and Creativity: An International Historical Perspective. In Intelligence, Creativity, and Wisdom: Exploring their Connections and Distinctions (pp. 125-152). Springer.
Ferreira, M. R., & Classe, T. M. d. (2022). Narratives for business processes-based digital games: Systematic mapping of the literature. XVIII Brazilian Symposium on Information Systems,
Fingerhut, J., & Prinz, J. J. (2020). Aesthetic emotions reconsidered. The Monist, 103(2), 223-239.
Gibson, E., Griffiths, M. D., Calado, F., & Harris, A. (2023). Videogame player experiences with micro-transactions: An interpretative phenomenological analysis. Computers in Human Behavior, 145, 107766.
Gorina, I., Gorobets, L., Kozlova, G., & Tanasova, T. (2019). Normative orientation of the language of fiction: Linguistic-aesthetic aspect. Humanities & Social Sciences Reviews, 7(4), 833-836.
Grammenos, D., & Antona, M. (2018). Future designers: Introducing creativity, design thinking & design to children. International journal of child-computer interaction, 16, 16-24.
Gu, X., Ritter, S. M., Delfmann, L. R., & Dijksterhuis, A. (2022). Stimulating creativity: Examining the effectiveness of four cognitive‐based creativity training techniques. The Journal of Creative Behavior, 56(3), 312-327.
Guerra, M., & Villa, F. V. (2017). Open educational methods and divergent thinking (DT): A preliminary study in an italian primary school. The International Journal of Creativity and Problem Solving, 27(1), 73-90.
Guilford, J. P. (1950). Fundamental statistics in psychology and education.
Hadjiyanni, T. (2013). Rethinking Culture in Interior Design Pedagogy: The Potential beyond CIDA Standard 2g. Journal of Interior Design, 38(3), 5-12. https://doi.org/10.1111/joid.12013
Han, J., Forbes, H., & Schaefer, D. (2019). An exploration of the relations between functionality, aesthetics and creativity in design. 22nd International Conference on Engineering Design, ICED 2019,
Han, J., Forbes, H., & Schaefer, D. (2021). An exploration of how creativity, functionality, and aesthetics are related in design [Article]. Research in Engineering Design, 32(3), 289-307. https://doi.org/10.1007/s00163-021-00366-9
Haziri, F., Chovancová, M., & Fetahu, F. (2019). Game mechanics and aesthetics differences for tangible and intangible goods provided via social media. Management & Marketing, 14(2), 176-187. https://doi.org/doi:10.2478/mmcks-2019-0012
Hellström, T. G. (2011). Aesthetic Creativity: Insights from classical literary theory on creative learning [Article]. Educational Philosophy and Theory, 43(4), 321-335. https://doi.org/10.1111/j.1469-5812.2008.00502.x
Hoffmann, J., Ivcevic, Z., & Brackett, M. (2016). Creativity in the age of technology: Measuring the digital creativity of millennials. Creativity Research Journal, 28(2), 149-153.
Hoogman, M., Stolte, M., Baas, M., & Kroesbergen, E. (2020). Creativity and ADHD: A review of behavioral studies, the effect of psychostimulants and neural underpinnings. Neuroscience & Biobehavioral Reviews, 119, 66-85.
Hwang, G.-J., & Tu, Y.-F. (2021). Roles and research trends of artificial intelligence in mathematics education: A bibliometric mapping analysis and systematic review. Mathematics, 9(6), 584.
Ibrahim, Y. (2019). The vernacular of photobombing: The aesthetics of transgression. Convergence, 25(5-6), 1111-1122.
Ikard, C. F. (2016). The Aesthetic experience, flow, and smart technology: Viewing art in a virtual environment Walden University].
Inchamnan, W., & Yampray, K. (2017). Creative and learning processes using game-based activities. Journal of Reviews on Global Economics, 6, 355-366.
Janse van Rensburg, C., Coetzee, S. A., & Schmulian, A. (2022). Developing digital creativity through authentic assessment. Assessment & Evaluation in Higher Education, 47(6), 857-877.
Kaufman, J. C., & Beghetto, R. A. (2023). Where is the When of Creativity?: Specifying the Temporal Dimension of the Four Cs of Creativity. Review of General Psychology, 27(2), 194-205.
Kaufman, J. C., & Glăveanu, V. P. (2019). A review of creativity theories: What questions are we trying to answer?
Kender, K., Frauenberger, C., Pichlbauer, J., & Werner, K. (2020). Children as Designers-Recognising divergent creative modes in Participatory Design. Proceedings of the 11th nordic conference on human-computer interaction: Shaping experiences, shaping society,
Keogh, B. (2021). The cultural field of video game production in Australia. Games and Culture, 16(1), 116-135.
Kinnula, M., Iivari, N., & Fails, J. A. (2021). Children’s learning in focus: Creating value through diversity and transdisciplinary work in design, digital fabrication, and making with children. In (Vol. 28, pp. 100246): Elsevier.
Kitayama, S., Karasawa, M., Grossmann, I., Na, J., Varnum, M. E., & Nisbett, R. (2019). East-west differences in cognitive style and social orientation: Are they real. Preprint]. PsyArXiv. https://doi. org/10.31234/osf. io/c57ep.
Köping Olsson, B., & Harmat, L. (2022). The Impact of Creativity, Flow and Interaction Quality on Collaborative Design Solutions in Social Groups. Journal of Creativity and Business Innovation, 8(1), 24-49.
Kraus, S., Palmer, C., Kailer, N., Kallinger, F. L., & Spitzer, J. (2019). Digital entrepreneurship: A research agenda on new business models for the twenty-first century. International Journal of Entrepreneurial Behavior & Research, 25(2), 353-375.
Kuang, T. M., Agustina, L., & Monalisa, Y. (2023). Acceptance of digital game-based learning by accounting and business lecturers: empirical evidence from Indonesia based on the extended Technology Acceptance Model. Accounting Education, 1-23.
Lambert, J., & Csikszentmihalyi, M. (2020). Facilitating or foiling flow: The role of momentary perceptions of feedback. The Journal of Positive Psychology, 15(2), 208-219.
Landers, R. N., & Sanchez, D. R. (2022). Game‐based, gamified, and gamefully designed assessments for employee selection: Definitions, distinctions, design, and validation. International Journal of Selection and Assessment, 30(1), 1-13.
Landoni, P., Dell’era, C., Frattini, F., Petruzzelli, A. M., Verganti, R., & Manelli, L. (2020). Business model innovation in cultural and creative industries: Insights from three leading mobile gaming firms. Technovation, 92, 102084.
Larraz-Rábanos, N. (2021). Development of creative thinking skills in the teaching-learning process. Teacher education-New perspectives, 307-322.
Leder, H., & Nadal, M. (2014). Ten years of a model of aesthetic appreciation and aesthetic judgments: The aesthetic episode–Developments and challenges in empirical aesthetics. British Journal of Psychology, 105(4), 443-464.
Lee, N., Kim, J.-J., Shin, Y.-B., Eom, H., Kim, M.-K., Kyeong, S., Jung, Y. H., Min, S., Kwon, J. H., & Kim, E. (2020). Choice of leisure activities by adolescents and adults with internet gaming disorder: development and feasibility study of a virtual reality program. JMIR Serious Games, 8(4), e18473.
Lee, S.-M. (2019). Her Story or their own stories? Digital game-based learning, student creativity, and creative writing. ReCALL, 31(3), 238-254.
Lehman, J., Clune, J., Misevic, D., Adami, C., Altenberg, L., Beaulieu, J., ... & Yosinski, J. (2020). The surprising creativity of digital evolution: A collection of anecdotes from the evolutionary computation and artificial life research communities. Artificial life, 26(2), 274-306
Li, C., Lee, C.-F., & Xu, S. (2020). Stigma Threat in Design for Older Adults: Exploring Design Factors that Induce Stigma Perception. International Journal of Design, 14(1).
Li, F. (2020). The digital transformation of business models in the creative industries: A holistic framework and emerging trends. Technovation, 92, 102012.
Ling, S., Wang, J., Huang, W., Guo, Y., Zhang, L., Jing, Y., & Le Callet, P. (2020). A subjective study of multi-dimensional aesthetic assessment for mobile game image. Proceedings of the 1st workshop on quality of experience (QoE) in visual multimedia applications,
Liszio, S., Graf, L., Basu, O., & Masuch, M. (2020). Pengunaut trainer: a playful VR app to prepare children for MRI examinations: in-depth game design analysis. Proceedings of the Interaction Design and Children Conference,
Marković, S. (2012). Components of aesthetic experience: aesthetic fascination, aesthetic appraisal, and aesthetic emotion. i-Perception, 3(1), 1-17.
Marsh, J., Plowman, L., Yamada‐Rice, D., Bishop, J., Lahmar, J., & Scott, F. (2018). Play and creativity in young children's use of apps. British Journal of Educational Technology, 49(5), 870-882.
Mastandrea, S., Fagioli, S., & Biasi, V. (2019). Art and psychological well-being: Linking the brain to the aesthetic emotion. Frontiers in Psychology, 10, 739.
Mazzone, M., & Elgammal, A. (2019). Art, creativity, and the potential of artificial intelligence. Arts,
Meng, Y. (2023). A Study of The Aesthetic and Cultural Characteristics of Video Art in Mainland China in The Digital Age. Journal of Education, Humanities and Social Sciences, 13, 433-438.
Menninghaus, W., Wagner, V., Wassiliwizky, E., Schindler, I., Hanich, J., Jacobsen, T., & Koelsch, S. (2019). What are aesthetic emotions? Psychological review, 126(2), 171.
Nadal, M., & Chatterjee, A. (2019). Neuroaesthetics and art's diversity and universality. Wiley Interdisciplinary Reviews: Cognitive Science, 10(3), e1487.
Nartiningrum, N., & Nugroho, A. (2020). Online learning amidst global pandemic: EFL students’ challenges, suggestions, and needed materials. ENGLISH FRANCA: Academic journal of English language and education, 4(2), 115-140.
Norsworthy, C., Jackson, B., & Dimmock, J. A. (2021). Advancing our understanding of psychological flow: A scoping review of conceptualizations, measurements, and applications. Psychological bulletin, 147(8), 806.
Noseworthy, T. J., Murray, K. B., & Di Muro, F. (2018). When two wrongs make a right: Using conjunctive enablers to enhance evaluations for extremely incongruent new products. Journal of Consumer Research, 44(6), 1379-1396.
Ofcom, U. (2019). Children and parents: Media use and attitudes report 2018. Ofcom Website: London, UK.
Partovi, T., & Razavi, M. R. (2019). The effect of game-based learning on academic achievement motivation of elementary school students. Learning and Motivation, 68, 101592.
Persson, R. S. (2021). On psychoses, conspiracies, creative flow and the absent-mindedness of genius: an evolutionary function-dysfunction taxonomy of the multiple subjective realities of the human mind. International Journal for Talent Development and Creativity, 9(1), 55-80.
Perttula, A., Kiili, K., Lindstedt, A., & Tuomi, P. (2017). Flow experience in game based learning–a systematic literature review.
Prensky, M. (2008). Students as designers and creators of educational computer games: Who else? British Journal of Educational Technology, 39(6), 1004-1019.
Rahimi, S., & Shute, V. J. (2021). The effects of video games on creativity: A systematic review. Handbook of lifespan development of creativity, 37.
Reich, Y. (2022). We cannot play 20 questions with creativity and innovation and win: the necessity of practice-based integrative research. In (Vol. 10, pp. 69-74): Taylor & Francis.
Ritter, S. M., & Mostert, N. (2017). Enhancement of creative thinking skills using a cognitive-based creativity training. Journal of Cognitive enhancement, 1, 243-253.
Robson, S. (2014). The Analysing Children's Creative Thinking framework: development of an observation‐led approach to identifying and analysing young children's creative thinking. British Educational Research Journal, 40(1), 121-134.
Ruf, A., Zahn, C., Agotai, D., Iten, G., & Opwis, K. (2022). Aesthetic design of app interfaces and their impact on secondary students’ interest and learning. Computers and Education Open, 3, 100075.
Salehimuslim, M., Qaltashabbas, A., & Azadmehr A. (2011). The impact of information and communication technology on the effectiveness and creativity of Fasa high school teachers. Information and Communication Technology Quarterly in Educational Sciences, 2(1), 49-62. (In Persian).
Salehrad, R., Afzalkhani, M., & Alipour, V. (2019). The effectiveness of educational program based on media literacy on students' creativity. Information and Communication Technology Quarterly in Educational Sciences, 9(3), 143-171. (In Persian).
Said-Metwaly, S., Taylor, C. L., Camarda, A., & Barbot, B. (2022). Divergent thinking and creative achievement—How strong is the link? An updated meta-analysis. Psychology of Aesthetics, Creativity, and the Arts.
Sajnani, N., Mayor, C., & Tillberg-Webb, H. (2020). Aesthetic presence: The role of the arts in the education of creative arts therapists in the classroom and online. The Arts in psychotherapy, 69, 101668.
Sala, A., Punie, Y., & Garkov, V. (2020). LifeComp: The European framework for personal, social and learning to learn key competence.
Schmoelz, A. (2018). Enabling co-creativity through digital storytelling in education. Thinking skills and creativity, 28, 1-13.
Sanina, A., Kutergina, E., & Balashov, A. (2020). The Co-Creative approach to digital simulation games in social science education. Computers & Education, 149, 103813. https://doi.org/https://doi.org/10.1016/j.compedu.2020.103813
Saraidar, S., Ebrahimpourkomleh, S., & Safarnavadeh, M. (2021). The effect of using podcasts on academic progress, learning motivation and creative learning of students in the fifth grade social studies course. Information and Communication Technology Quarterly in Educational Sciences, 11(4), 67-88. (In Persian).
Sarasso, P., Neppi-Modona, M., Sacco, K., & Ronga, I. (2020). “Stopping for knowledge”: The sense of beauty in the perception-action cycle. Neuroscience & Biobehavioral Reviews, 118, 723-738.
Sarasso, P., Ronga, I., Kobau, P., Bosso, T., Artusio, I., Ricci, R., & Neppi-Modona, M. (2020). Beauty in mind: Aesthetic appreciation correlates with perceptual facilitation and attentional amplification. Neuropsychologia, 136, 107282.
Sarasso, P., Ronga, I., Pistis, A., Forte, E., Garbarini, F., Ricci, R., & Neppi-Modona, M. (2019). Aesthetic appreciation of musical intervals enhances behavioural and neurophysiological indexes of attentional engagement and motor inhibition. Scientific Reports, 9(1), 18550.
Schutte, N. S., & Malouff, J. M. (2020). Connections between curiosity, flow and creativity. Personality and individual differences, 152, 109555.
Schwarz, A. F., Huertas-Delgado, F. J., Cardon, G., & DeSmet, A. (2020). Design features associated with user engagement in digital games for healthy lifestyle promotion in youth: A systematic review of qualitative and quantitative studies. Games for Health Journal, 9(3), 150-163.
Skov, M., & Nadal, M. (2020). A farewell to art: Aesthetics as a topic in psychology and neuroscience. Perspectives on Psychological Science, 15(3), 630-642.
Stevens, M. W., Dorstyn, D., Delfabbro, P. H., & King, D. L. (2021). Global prevalence of gaming disorder: A systematic review and meta-analysis. Australian & New Zealand Journal of Psychiatry, 55(6), 553-568.
Stolaki, A., & Economides, A. A. (2018). The Creativity Challenge Game: An educational intervention for creativity enhancement with the integration of Information and Communication Technologies (ICTs). Computers & Education, 123, 195-211.
Tang, C., Mao, S., Naumann, S. E., & Xing, Z. (2022). Improving student creativity through digital technology products: A literature review. Thinking Skills and Creativity, 44, 101032. https://doi.org/https://doi.org/10.1016/j.tsc.2022.101032
Taub, M., Sawyer, R., Smith, A., Rowe, J., Azevedo, R., & Lester, J. (2020). The agency effect: The impact of student agency on learning, emotions, and problem-solving behaviors in a game-based learning environment. Computers & Education, 147, 103781.
Tekinbas, K. S., & Zimmerman, E. (2003). Rules of play: Game design fundamentals. MIT press.
Thompson, N. A. (2018). Imagination and creativity in organizations. Organization Studies, 39(2-3), 229-250.
Van Rooij, A. J., Ferguson, C. J., Colder Carras, M., Kardefelt-Winther, D., Shi, J., Aarseth, E., Bean, A. M., Bergmark, K. H., Brus, A., & Coulson, M. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of behavioral addictions, 7(1), 1-9.
Vann, S. W., & Tawfik, A. A. (2020). Flow theory and learning experience design in gamified learning environments. Learner and user experience research.
Vigl, L. E., Depellegrin, D., Pereira, P., de Groot, R., & Tappeiner, U. (2017). Mapping the ecosystem service delivery chain: Capacity, flow, and demand pertaining to aesthetic experiences in mountain landscapes. Science of the Total Environment, 574, 422-436.
Vincent-Lancrin, S., González-Sancho, C., Bouckaert, M., de Luca, F., Fernández-Barrerra, M., Jacotin, G., Urgel, J., & Vidal, Q. (2019). Fostering Students' Creativity and Critical Thinking: What It Means in School. Educational Research and Innovation. ERIC.
Vygotsky, L. S. (1967). Imagination and creativity in childhood. Journal of Russian & East European Psychology, 42(1), 7-97.
Wanzer, D. L., Finley, K. P., Zarian, S., & Cortez, N. (2020). Experiencing flow while viewing art: Development of the Aesthetic Experience Questionnaire. Psychology of Aesthetics, Creativity, and the Arts, 14(1), 113.
Wee, S.-C., & Choong, W.-W. (2019). Gamification: Predicting the effectiveness of variety game design elements to intrinsically motivate users' energy conservation behaviour. Journal of environmental management, 233, 97-106.
Yeh, Y.-c., Chang, H.-L., & Chen, S.-Y. (2019). Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students. Computers & Education, 132, 63-75. https://doi.org/https://doi.org/10.1016/j.compedu.2019.01.001
Yeh, Y.-c., Chen, S.-Y., Rega, E. M., & Lin, C.-S. (2019). Mindful learning experience facilitates mastery experience through heightened flow and self-efficacy in game-based creativity learning. Frontiers in Psychology, 10, 1593.
Yeh, Y.-c., Rega, E. M., & Chen, S.-Y. (2019). Enhancing creativity through aesthetics-integrated computer-based training: The effectiveness of a FACE approach and exploration of moderators. Computers & Education, 139, 48-64.
Yeh, Y.-c., Ting, Y.-S., & Chiang, J.-L. (2023). Influences of growth mindset, fixed mindset, grit, and self-determination on self-efficacy in game-based creativity learning. Educational Technology & Society, 26(1), 62-78.
Yeh, Y. C., Rega, E. M., & Chen, S. Y. (2019). Enhancing creativity through aesthetics-integrated computer-based training: The effectiveness of a FACE approach and exploration of moderators [Article]. Computers and Education, 139, 48-64. https://doi.org/10.1016/j.compedu.2019.05.007
Yen, W.-C., & Lin, H.-H. (2022). Investigating the effect of flow experience on learning performance and entrepreneurial self-efficacy in a business simulation systems context. Interactive Learning Environments, 30(9), 1593-1608.
Zeng, J., Parks, S., & Shang, J. (2020). To learn scientifically, effectively, and enjoyably: A review of educational games. Human Behavior and Emerging Technologies, 2(2), 186-195.
Zhang, L., Shang, J., Pelton, T., & Pelton, L. F. (2020). Supporting primary students' learning of fraction conceptual knowledge through digital games. Journal of Computer Assisted Learning, 36(4), 540-548.
Zhang, W., Xu, F., & Sun, B. (2020). Are open individuals more creative? The interaction effects of leadership factors on creativity. Personality and individual differences, 163, 110078.
Zhou, Q. (2021). Retracted: Development of creative thinking skills through aesthetic creativity in middle school educational music course. In: Elsevier.