The academic journal article Information technology use and creativity: Findings from Children and Technology Project seem to follow a scientific outline/approach. The article followed the format as one would use when conducting an experiment. It starts off by explaining why one would want to conduct this experiment/research, based off of previous experiments related to the same ideas and concepts. Once the idea is in place of what should be done to conduct a study, one must make a clear what is the goal of the research.
In this article the goal was to examine relationships of creativity and a variety of information technologies (i.e. computers, internet, videogames, and cell phones) based off of correlational data. Research was measured using case studies and surveys to acquire the information needed to conclude the final results. The target group or control was the age of the participants, which was roughly twelve years old all from the Michigan state. Because the purpose of this research was to find out if creativity was related to extended playing with informative technologies, subject were given tests based on how creative they could be, compared to the number of hours they said prior in a survey to being given the test. Results for this study concluded that people who play videogames more, did have higher creativity scores then those who didn’t play videogames or play as long. However this cannot be considered the cause for these findings. However, the finding the researchers found were very interesting even though their hypothesis was incorrect.
They found that most of the “technology projects” did little to nothing to produce more creative thinking. But did notice two trends that came along with creativity. One being that children who came from a family with higher income come than others scored on average higher on the test provided to prove creativity, then the children in lower income families. Also children who played videogames for extended hours had also shown higher signs on the creativity test. That being said doesn’t mean that coming from a high-income family and playing a lot of videogames will make you more creativity then anyone who doesn’t share your background. Instead its just means that they are related, or correlated with one another. Its important to not confuse that correlation doesn’t equal causations.
The popular press article Research: Video games help with creativity in boys and girls...