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  <title>DSpace Kolekcja:</title>
  <link rel="alternate" href="http://hdl.handle.net/11320/20041" />
  <subtitle />
  <id>http://hdl.handle.net/11320/20041</id>
  <updated>2026-06-18T23:11:29Z</updated>
  <dc:date>2026-06-18T23:11:29Z</dc:date>
  <entry>
    <title>Boundary Crossing Creativity in the Design of Digital Resources for Teaching and Learning about Climate Change</title>
    <link rel="alternate" href="http://hdl.handle.net/11320/20059" />
    <author>
      <name>Kynigos, Chronis</name>
    </author>
    <author>
      <name>Daskolia, Maria</name>
    </author>
    <id>http://hdl.handle.net/11320/20059</id>
    <updated>2026-04-13T11:07:50Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Tytu&amp;#322;: Boundary Crossing Creativity in the Design of Digital Resources for Teaching and Learning about Climate Change
Autorzy: Kynigos, Chronis; Daskolia, Maria
Abstrakt: We approach creativity in educational design with teachers working together in interdisciplinary communities of practice to develop resources for teaching and learning about climate change in formal school settings.  We address climate change as a socio-scientific ‘wicked problem’ and discuss the notion of creativity in educational design in a context of transformative intervention in education leading away from silo academic domain paradigms. We perceived the resources as boundary objects during the process of communication and joint design by the diverse community members. Our interest focused on studying the boundary crossing processes which facilitated creative ideas to come out, selected and transcribed into the actual resources designed. Critical episode analysis showed that boundary crossing mechanisms were employed in the interactions among the educational designers aided by and in interaction with digital media supporting collaboration. These socio-technical interactions functioned as an empowered professional learning and working milieu, within which creative processes and outcomes were nurtured. In particular, educational designers, along with trying to frame climate change as a wicked problem, attempted to address the challenging issue of designing a creative educational resource on this topic. Our research suggests that boundary crossing creativity in interdisciplinary teams of educational designers can be an answer to not only how to focus learning on addressing the grand wicked problems of our times, but also how to deal with the multiple challenges arising from educational design per se.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Technologies for Supporting Creativity in Design: A View of Physical and Virtual Environments with Regard to Cognitive and Social Processes</title>
    <link rel="alternate" href="http://hdl.handle.net/11320/20058" />
    <author>
      <name>Toumi, Karima</name>
    </author>
    <author>
      <name>Girandola, Fabien</name>
    </author>
    <author>
      <name>Bonnardel, Nathalie</name>
    </author>
    <id>http://hdl.handle.net/11320/20058</id>
    <updated>2026-04-13T11:07:34Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Tytu&amp;#322;: Technologies for Supporting Creativity in Design: A View of Physical and Virtual Environments with Regard to Cognitive and Social Processes
Autorzy: Toumi, Karima; Girandola, Fabien; Bonnardel, Nathalie
Abstrakt: Creative activities are becoming more and more necessary in professional areas, such as in design, towards the development of new products that should be adapted to current (or future) users and usages. In a competitive context, it is crucial, especially for companies, to face the challenge of coming up with innovative products. However, creative activities are particularly difficult to perform, and they are associated with important risks. In this context, we report on major findings based on the analysis of designers’ cognitive processes involved in creativity, which has led to the development of compu&#xD;
tational systems used in physical environments. We also present studies related to technologies that are used in virtual spaces in order to support creativity. This last kind of technology seems to be more and more promising in the actual societal context, which requires remote working, all the more so during the current health crisis. More specifically, we discuss how virtual environments, particularly those from multiplayer games, not only redesign the way individuals work but can also contribute to enhancing creativity. Finally, we suggest perspectives towards the development of innovative new tools that &#xD;
aim to enhance creative performance in individual and collective situations.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>Creativity in Virtual Teams: A Review and Agenda for Future Research</title>
    <link rel="alternate" href="http://hdl.handle.net/11320/20057" />
    <author>
      <name>Reiter-Palmon, Roni</name>
    </author>
    <author>
      <name>Kramer, William</name>
    </author>
    <author>
      <name>Allen, Joseph A.</name>
    </author>
    <author>
      <name>Murugavel, Vignesh R.</name>
    </author>
    <author>
      <name>Leone, Salvatore A.</name>
    </author>
    <id>http://hdl.handle.net/11320/20057</id>
    <updated>2026-04-13T09:34:56Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Tytu&amp;#322;: Creativity in Virtual Teams: A Review and Agenda for Future Research
Autorzy: Reiter-Palmon, Roni; Kramer, William; Allen, Joseph A.; Murugavel, Vignesh R.; Leone, Salvatore A.
Abstrakt: As communication technology capabilities have improved and the globalization of the workforce has resulted in distributed teams, organizations have been shifting towards virtual teams and virtual meetings over the last decade. This trend has been accelerated with current work-from-home orders due to COVID-19. Even though virtual collaboration has, in the past, been the focus of multiple studies, there are some surprising gaps in our knowledge. For instance, there are few empirical studies examining the impact of virtual devices and tools on creative problem-solving. While there is a substantial body of research on electronic brainstorming and the use of virtual tools for idea generation, less is known about earlier processes such as problem construction or later processes such as idea evaluation and idea selection. Furthermore, as a dynamic process, creativity and innovation is heavily influenced by the people engaged in the process and their collaborative environment, yet there is a gap in the literature regarding the type of virtual tools &#xD;
used in the process (i.e., audio + video vs. audio alone, or the use of file-sharing technologies). In this paper, we will review the current literature on virtual teams, virtual meetings, and creativity. We will then explore theoretical frameworks such as media richness theory that can help us understand how virtuality and virtual tools may influence team creativity across the dynamic range of the creative problem-solving process. Finally, given the limited research in the domain of virtual team creativity we provide questions to help guide future research. Research questions will help identify those areas where virtual teams may be beneficial for creativity and areas where virtual teams may be likely to perform less effectively on creative tasks.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
  <entry>
    <title>How do You Feel in Virtual Environments? The Role of Emotions and Openness Trait Over Creative Performance</title>
    <link rel="alternate" href="http://hdl.handle.net/11320/20056" />
    <author>
      <name>Agnoli, Sergio</name>
    </author>
    <author>
      <name>Zenari, Sofia</name>
    </author>
    <author>
      <name>Mastria, Serena</name>
    </author>
    <author>
      <name>Corazza, Giovanni Emanuele</name>
    </author>
    <id>http://hdl.handle.net/11320/20056</id>
    <updated>2026-04-13T09:34:41Z</updated>
    <published>2021-01-01T00:00:00Z</published>
    <summary type="text">Tytu&amp;#322;: How do You Feel in Virtual Environments? The Role of Emotions and Openness Trait Over Creative Performance
Autorzy: Agnoli, Sergio; Zenari, Sofia; Mastria, Serena; Corazza, Giovanni Emanuele
Abstrakt: In the Dynamic Creativity Framework creativity is defined as a context-embedded phenomenon requiring potential originality and effectiveness. This definition indicates that the environmental conditions embedding the creative process have fundamental impact on the process itself and its outcomes. In particular, Virtual environments (VEs) are emerging as everyday contexts &#xD;
for a large part of the world population, affecting behaviors and feelings. VEs have been demonstrated to affect creative performance in several ways, even if the psychological mechanisms at the basis of the different modifications in the creative behavior are far from being completely explained. The aim of this study was to explore the influence of different types of VEs on creative &#xD;
performance, with a specific focus on participants’ emotional reactions and on their individual differences in the Openness personality trait. A total of 22 participants were exposed to four different types of environments: a real room environment (RE), a control virtual environment (CVE) resembling the physical characteristics of the RE, a positive virtual environment (PVE) and a negative virtual environment (NVE). Participants were free to explore each environment for two minutes, then they were asked to perform an Alternative Uses Task for five minutes, to measure divergent thinking performance. Openness and affective reactions in each environment were measured in all participants. Results showed that Openness was associated with higher originality of responses and that this effect was particularly significant in PVE. Importantly, the type of environment interacted significantly with participants’ affective reactions in explaining their creative performance, revealing that an increase of ideas originality was associated with an increase of positive affect, emerging as a consequence of experiencing a PVE. Affective reactions to VEs, in combination with individual differences in term of Openness, thus emerge as one of the possible explicatory mechanisms of the impact of virtual reality on creative performance.</summary>
    <dc:date>2021-01-01T00:00:00Z</dc:date>
  </entry>
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