Shaping Creativity

Creativity is often characterized by the capacity to generate novel ideas, explore unconventional approaches, and solve problems through intuition, curiosity, and innovative thinking. Assessing this multifaceted skill is both essential and challenging, especially in educational and game-based environments where creativity drives engagement and learning. In this study, we expanded upon existing research on creativity measurements in digital games to propose a comprehensive model for identifying creative solutions in serious digital puzzle games. This model was adapted to a geometry-focused puzzle game, with solutions manually evaluated across dimensions such as fluency, flexibility, and surprise. Using the resulting labelled dataset, we trained machine learning models to classify creative solutions, achieving promising results. These findings highlight the potential for integrated methods to advance creativity assessment and enhance educational game design, contributing to the development of tools that inspire and nurture creative thinking in learners.

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Publication Details

Journal
Journal of Learning Analytics
Published
2025-08-20
DOI
https://doi.org/10.18608/jla.2025.8809
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

Shaping Creativity

Manuel J. Gómez, Sofia Strukova, José A. Ruipérez‐Valiente
Journal of Learning Analytics
Educational Games and Gamification
article

Shaping Creativity

Manuel J. Gómez, Sofia Strukova, José A. Ruipérez‐Valiente
article en

Abstract

Creativity is often characterized by the capacity to generate novel ideas, explore unconventional approaches, and solve problems through intuition, curiosity, and innovative thinking. Assessing this multifaceted skill is both essential and challenging, especially in educational and game-based environments where creativity drives engagement and learning. In this study, we expanded upon existing research on creativity measurements in digital games to propose a comprehensive model for identifying creative solutions in serious digital puzzle games. This model was adapted to a geometry-focused puzzle game, with solutions manually evaluated across dimensions such as fluency, flexibility, and surprise. Using the resulting labelled dataset, we trained machine learning models to classify creative solutions, achieving promising results. These findings highlight the potential for integrated methods to advance creativity assessment and enhance educational game design, contributing to the development of tools that inspire and nurture creative thinking in learners.

Journal of Learning AnalyticsVol. 12(2)
Universidad de Murcia (ES)
Instituto Nacional de Ciberseguridad
Openalex Percentile: Top 77%
Educational Games and Gamification
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