TY - JOUR
T1 - Game-based creativity assessment system
T2 - the application of fuzzy theory
AU - Chuang, Tsung Yen
AU - Zhi-Feng Liu, Eric
AU - Shiu, Wen Ya
N1 - Publisher Copyright:
© 2014, Springer Science+Business Media New York.
PY - 2015/11/29
Y1 - 2015/11/29
N2 - “Creative development” and “creativity” have become important topics in the field of education research. The assessment of creativity is a key to understanding how instructional strategies influences the creative process and the output of learners. At present, most methods of assessing creativity are paper-and-pencil tests scored by individuals. Despite the professional training of evaluators, subjectivity in scoring assessments remains inevitable. Therefore, a completely objective tool of measurement is crucial for the progress of education to eliminate the subjectivity in manual grading. This paper presents at first place a review of the literature related to the development of creativity, the assessment of creativity, and further on the means of measuring creativity, particularly in a digital game environment. Our focus is on the application of computing technologies for the assessment of creativity, while exploring the possibility of using computerized systems such as fuzzy logic and hybrid methods to produce objective measurement results. The results of Pearson correlation coefficient between the fuzzy inference scores and the Williams CAP scores is 0.805, which shows the strong construct validity. Additionally, the fuzzy inference system can eliminate subjectivity in scoring and provide analysis results to enhance creativity, unlike paper-and-pencil scores provided without explanations.
AB - “Creative development” and “creativity” have become important topics in the field of education research. The assessment of creativity is a key to understanding how instructional strategies influences the creative process and the output of learners. At present, most methods of assessing creativity are paper-and-pencil tests scored by individuals. Despite the professional training of evaluators, subjectivity in scoring assessments remains inevitable. Therefore, a completely objective tool of measurement is crucial for the progress of education to eliminate the subjectivity in manual grading. This paper presents at first place a review of the literature related to the development of creativity, the assessment of creativity, and further on the means of measuring creativity, particularly in a digital game environment. Our focus is on the application of computing technologies for the assessment of creativity, while exploring the possibility of using computerized systems such as fuzzy logic and hybrid methods to produce objective measurement results. The results of Pearson correlation coefficient between the fuzzy inference scores and the Williams CAP scores is 0.805, which shows the strong construct validity. Additionally, the fuzzy inference system can eliminate subjectivity in scoring and provide analysis results to enhance creativity, unlike paper-and-pencil scores provided without explanations.
KW - Assessment of creativity
KW - Computerized assessment system
KW - Creativity
KW - Fuzzy theory
KW - Game-based learning
UR - http://www.scopus.com/inward/record.url?scp=84942503851&partnerID=8YFLogxK
U2 - 10.1007/s11042-014-2070-7
DO - 10.1007/s11042-014-2070-7
M3 - 期刊論文
AN - SCOPUS:84942503851
SN - 1380-7501
VL - 74
SP - 9141
EP - 9155
JO - Multimedia Tools and Applications
JF - Multimedia Tools and Applications
IS - 21
ER -