Creative Thinking in Art and Design Education: A Systematic Review
Abstract
:1. Introduction
1.1. Creative Thinking
1.2. Creativity
1.3. State of the Art
1.4. Purpose and Research Questions
2. Methods
2.1. Eligibility Criteria and Information Sources
2.2. Search Strategy
Title | Authors’ Abstract | Keywords |
---|---|---|
Exploring creative pedagogical practices in secondary visual arts programmes in Ghana [26]. | Secondary visual arts education provides learners with opportunities to develop critical thinking, and their creative potential, as part of their personal growth. This development happens when visual arts teachers actively integrate creative pedagogies to target creative thinking in learners. Ghana’s 2019 National Pre-tertiary Curriculum Framework has added creativity as one goal for all learners. This research study explores teachers’ perceptions and use of creative pedagogies as part of implementing this creativity into their teaching… | creative pedagogies; creativity; Ghana; policy; secondary visual arts |
SCAMPER as a Creative Idea Generation Method: Case Study on Graphic Design Students [27]. | …The study follows the descriptive approaches in its theoretical aspect, and the qualitative approach based on process of observation for its practical aspect. Finally, the study reflects the teacher’s observation, and the development of students’ knowledge and perception. The results of the study showed that using SCAMPER has positive effects and impacts on the graphic design students, provides them with a more direct method and systematic approach to ensure ideation, so it sped up the process in generating ideas. Also, it provides an enjoyable environment to practice creative thinking. | Creative thinking; SCAMPER technique; Idea generation techniques; Creative problem-solving; Graphicdesign |
Cultivating Students’ Creative Thinking Using Visual Narrative in an Agile Blended Learning Environment [28]. | The purpose of this study is to examine the effectiveness of a course design to foster students’ creative thinking using visual narrative. This research examined a course called “Thinking about the Past, Present and Future of a Locality” at K University in Japan as a case study. Through the analysis of data from students’ reflection reports and artifacts, the authors identified that students improved their imagination, narrative creation skill and expressive skill through Visual Narrative (VN) during the course, “Thinking about the Past, Present and Future of the Locality”… | Blended learning environment; Creative thinking; Instructional design; Projected-based learning; Social Constructivism; Visual narrative |
Cultivating Creativity of Graphic Design and Multimedia Students: The Perceptions of Arab Faculty and Experts [29]. | …The current investigation surveys a sample of experts as well as professors teaching across the Arab World concerning their perceptions on the most significant correlates of creative thinking among students. Results point to the importance of: (1) instructors’ engagement; (2) appropriate use of instructional strategies, tools, and resources; (3) institutional support; (4) peer support; and (5) the removal of red-tape regulatory frameworks. Most importantly, this research highlights the need to move away from the rigid higher education creativity model assuming perfection, precision, accuracy, and optimal effectiveness to a more flexible creativity framework… | Arab world; creativity; graphic design; higher education; innovation; multimedia |
Challenge-based learning as a tool for creativity and talent expression [30]. | …In this short paper, as a case study one, we will outline the DigiEduHack initiative, focusing on the potential of a challenge-based approach in stimulating and strengthening introspection, creative thinking and talent’s expression. Supported by a set of qualitative data collected before and after the event, this work reports an education case study. | challenge-based learning; creativity; digital education; hackathon; participatory learning |
Enhancing the creative learning experience through harnessing the creative potential of digital and social media platforms in art and design educational contexts [31]. | …The research analyses the potential role of digital and social media applications in enhancing the creativity of art and design students, and explores the benefits they bring to the creative process both for students and educators. It involves two experimental studies; the first study explores the use of a digital painting technique by 23 fine arts students, while the second study investigates the use of social media apps by 42 graphic design students. The study is undertaken in an experimental educational setting and aims to determine how digital media can be employed by educators to expand student’s creative thinking… | Creativity; Education; Innovation; Repurposing; Social media |
Fostering collaboration and creative thinking through extra-curricular challenges with primary and secondary students [32]. | …The research employed a correlational design using quantitative ANOVA to explore relationships between thinking processes and collaboration in producing creative answers. The data (N = 1445 teams) was collected from the Australian and New Zealand teams of seven students participating in a five-minute spontaneous divergent thinking challenge in 2019. The data reported operational differences between the teams to generate creative outcomes. STEM teams saw enhanced collaborative thinking compared to other teams in a common challenge. The data has implications for teacher-initiated collaboration pedagogy in different learning areas. | 21st century skills; Arts; Creativity; Critical thinking; Extra-curricular challenges; Problemsolving; School students; STEM; Teamwork |
Global creativity: Intercultural “hands-on” workshops for pre-service primary art teachers [33]. | This seminal paper is presented against the background of a “hands-off” approach to teaching visual arts in most of the Western world where visual arts education is often considered by the school community as peripheral to the real “mission” of education. Most scholars agree that the role of pre-service teachers in the twenty-first century is to develop creative thinking and action in children. However limited research has been conducted into this area of study… | Global creativity; The role of pre-service primary teachers; Visual arts education |
2.3. Study Selection and Data Collection Process
2.4. Study Risk of Bias Assessment
2.5. Effect Measures
2.6. Synthesis Methods
2.7. Results of Syntheses
3. Results
3.1. Study Selection
- Creativity and innovation programs offered by AACSB-accredited U.S. colleges of business: A Web mining study [34]: this study is solely focused on the business and sales areas and does not contribute to any of the research questions.
- Posthumanist Stylistics [35]: this study is focused on philosophical analysis and review related to posthumanism and does not contribute to any of the research questions.
- Integrating Entrepreneurship and Art to Improve Creative Problem Solving in Fisheries Education [36]: the study is focused on fisheries education and does not contribute to any of the research questions.
- Launching a solidarity campaign: Technology-enhanced project-based language learning to promote entrepreneurial education and social awareness [37]. This study is focused on the business and language areas and does not contribute to any of the research questions.
3.2. Study Characteristics
3.3. Results of Individual Studies
4. Discussion and Conclusions
Limitations
Supplementary Materials
Author Contributions
Funding
Conflicts of Interest
References
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Inclusion Criteria | Exclusion Criteria |
---|---|
Scopus database. Studies that contain terms related to the topic in the title, abstract, and keywords. Studies exclusively from the last 10 years (2013–2023). Studies published in both English and Spanish. | Studies containing retractions or errata reported. Books not specifically related to the study questions. Studies unrelated to arts or design. |
Block | Initial Terms | Terms Used | Description |
---|---|---|---|
Block 1 | “Creative Thinking” | “Creative Thinking” | Ability to generate original ideas and innovative solutions when addressing problems or challenges, involving imagination and mental flexibility to explore unconventional perspectives—this specific term is sought after. |
Block 2 | “Art”, “Graphic Design” | “Art”, “Graphic Design”, “Visual” | Focus of the review oriented towards arts or graphic design. |
Block 3 | “Education”, “Academic”, “Teaching” | “Education”, “Academic”, “Teaching”, “Student”, “Teacher”, “Learning” | Education studies. |
Block 4 | “Strategies”, “Skill”, “Technique”, “Practice” | “Strategies”, “Skill”, “Technique”, “practice” | Educational studies, strategies, skills, techniques, and tools of creative thinking are sought. |
Selected Studies (SS) | |||||
---|---|---|---|---|---|
Range | Review 1 | Peer-Review | Studies in Discrepancy | Final Decision | Total |
CS1 to CS73 | Researcher 1 | Researcher 2 | CS3, CS24, CS31 Total = 3 | Researcher 3 | 56 |
CS74 to CS146 | Researcher 2 | Researcher 3 | CS75, CS96, CS104, CS113, CS138, CS144 Total = 6 | Researcher 4 | 53 |
CS147 to E219 | Researcher 3 | Researcher 4 | CS156, CS187, CS191, CS205, Total = 4 | Researcher 1 | 52 |
CS220 to CS292 | Researcher 4 | Researcher 1 | CS227, CS230, CS253, CS270, CS290, Total = 5 | Researcher 2 | 61 |
Total = 18 | Total | 222 |
Primary Studies (PS) | |||||
---|---|---|---|---|---|
Range | Review 1 | Peer-Review | Studies in Discrepancy | Final Decision | Total |
RS1 to RS47 | Researcher 4 | Researcher 1 | RS23 | Researcher 2 | 46 |
RS48 to RS95 | Researcher 3 | Researcher 2 | RS57 | Researcher 1 | 47 |
RS96 to RS143 | Researcher 2 | Researcher 3 | - | Researcher 4 | 48 |
RS144 to RS191 | Researcher 1 | Researcher 4 | RS172, RS182 | Researcher 3 | 46 |
Total = 4 | Total | 187 |
Studies | Number | Percentage | Description |
---|---|---|---|
Candidate studies | 292 | 100% | Studies resulting from the application of the search chain. |
Candidate studies depurated | 292 | 100% | Unique studies without duplicates. |
Selected studies | 222 | 76% | Studies after title, abstract, and keyword review. |
Retrieved studies | 191 | 65% | Studies downloaded in full text. |
Primary studies | 187 | 64% | Studies reviewed in full text and selected. |
Title | Year | Country | RQ1 | RQ2 | RQ3 | RQ4 | RQ5 |
---|---|---|---|---|---|---|---|
PS-1: Project-based learning-oriented STEAM: the case of micro–bit paper-cutting lamp [38] | 2022 | Taiwan | STEAM learning Project-based learning | Interdisciplinary projects | _ | Fluency Openness Flexibility Originality Elaboration | Elementary school |
PS-2: Effectiveness of STEAM-based blended learning on students’ critical and creative thinking skills [39] | 2023 | Indonesia | STEAM learning Hybrid learning | Experimental classes | _ | Fluency Flexibility Originality | High school |
PS-3: Research on STEAM Maker Education Mode to Improve Children’s Innovation Ability in Shenzhen [40] | 2023 | China | STEAM learning, 5E Model (Engage, Explore, Explain, Elaborate, and Evaluate) | Debates, asking questions, collaborative hands-on activities | _ | _ | All educational levels |
PS-4: Building STEAM: Creating a Culture of Art in an Engineering Education [41] | 2021 | USA | STEAM learning | Interdisciplinary projects: proposing alternative approaches to problem solving, pedagogical excursions to nature, museums, and buildings | _ | _ | University |
PS-5: Art, sustainability and partnerships [42] | 2023 | Malta | _ | Interdisciplinary projects, collaborative hands-on activities Reflexive activities | _ | _ | _ |
PS-6: The Aesthetics between Us: Lifelong Learning from Learning to Do [43] | 2022 | Taiwan | Reflective learning | Reflexive activities Audiovisual experiences | _ | _ | _ |
PS-7: Cultivating Students’ Creative Thinking Using Visual Narrative in an Agile Blended Learning Environment [28] | 2023 | Japan | Project-based learning | Drawing diagrams, proposing alternative approaches to problem solving, creating a concept map, collaborative hands-on activities Reflexive activities | _ | _ | University |
PS-8: Image as a Vehicle of Cultural Expression Between Education and Society [44] | 2023 | Italy | Practical learning | Reflexive activities Analysis of art works Creating charcoal paintings Crafting with paper mache | _ | _ | University |
PS-9: The Role of the Art of Chinese Calligraphy and Music in Developing Creative Thinking Skills in Preschoolers Using Flipped Technology [45] | 2023 | China | _ | Music practices Calligraphy practices of poems with pen and ink Association exercises | _ | Fluency Flexibility Originality Imagination | Preschool |
PS-10: Creating Creative Educational Opportunities among Engineering and Arts Students [46] | 2023 | Qatar | Project-based learning | Interdisciplinary projects Creation of scenarios Brainstorming Origami | TrussFab Sketchup | _ | University |
PS-11: Innovative Practice of Sustainable Landscape Architecture Education—Parametric-Aided Design and Application [47] | 2022 | Taiwan | BOPPPS teaching | Virtual reality 3D Printing | _ | _ | University |
PS-12: Understanding teachers’ cross-disciplinary collaboration for STEAM education: Building a digital community of practice [48] | 2022 | Australia | STEAM learning | Interdisciplinary projects Collaborative hands-on activities | Digital-CoP | _ | University |
PS-13: Challenge-based learning as a tool for creativity and talent expression [30] | 2022 | Italy | Challenge-based learning | Interdisciplinary projects Creating prototypes, scenarios | DigiEduHack | _ | University |
PS-14: Teaching Innovation and Practice of Mind Mapping Applied to Engineering Drawing Course [49] | 2023 | China | Practical learning | Mind maps Three-dimensional drawings Brainstorming | _ | _ | University |
PS-15: Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment [50] | 2022 | Thailand | STEAM learning Gamification | Activities with game dynamics (objectives, points, levels, badges, leaderboards, rewards, achievements, challenges, and competition) | Virtual learning environments Moodle or Schoology Social networks | _ | University |
PS-16: Promoting students’ artwork appreciation: An experiential learning-based virtual reality approach [51] | 2022 | Taiwan | Experiential earning | Virtual reality | Wisdom Master Pro, Photopea | _ | University |
PS-17: Student experience of online international design studio participation [52] | 2022 | Russia, Turkey, Brazil, Italy, China, Spain | Project-based learning | Appreciation of art works | _ | _ | Elementary school |
PS-18: Learning and innovation skills in making contexts: a comprehensive analytical framework and coding scheme [10] | 2021 | Cyprus | Practical learning | Makerspace Brainstorming Character creation | Tablet Robot Edison | _ | University |
PS-19: Application of Immersive Virtual Reality Interactive Technology in Art Design Teaching [53] | 2022 | China | Interactive learning | Virtual reality | _ | _ | Elementary school |
PS-20: Prompt Aloud!: Incorporating image-generative AI into STEAM class with learning analytics using prompt data [54] | 2023 | South Korea | STEAM learning | Practices using Generative Artificial Intelligence Practice and creation of artistic works, writing imaginative journals | ChatGPT Dream Studio | Flexibility, originality | University |
Methods | Study ID | Total | Representativity Percentage Total Studies RQ1 = 174 |
---|---|---|---|
Practical learning | PS-14, PS-18, PS-22, PS-35, PS-72, PS-82, PS-86, PS-91, PS-102, PS-118, PS-120, PS-121, PS-123, PS-127, PS-129, PS-144, PS-150, PS-152, PS-154, PS-155, PS-160, PS-161, PS-165, PS-169, PS-173, PS-180, PS-183, PS-186, PS-187 | 29 | 16.67% |
Project-based learning | PS-1, PS-7, PS-10, PS-17, PS-23, PS-39, PS-40, PS-43, PS-46, PS-47, PS-49, PS-54, PS-164, PS-58, PS-59, PS-62, PS-70, PS-71, PS-77, PS-87, PS-88, PS-90, PS-96, PS-100, PS-103, PS-128, PS-137, PS-185 | 28 | 16.09% |
STEAM learning | PS-1, PS-2, PS-3, PS-4, PS-12, PS-15, PS-20, PS-31, PS-40, PS-58, PS-84, PS-85, PS-99, PS-108, PS-115, PS-134, PS-138, PS-146, PS-177, PS-184 | 20 | 11.49% |
Challenge-based learning | PS-13, PS-31, PS-38, PS-44, PS-74, PS-98, PS-115, PS-131, PS-142, PS-148, PS-149, PS-153, PS-158, PS-162, PS-182 | 15 | 8.62% |
Interdisciplinary learning | PS-56, PS-67, PS-92, PS-93, PS-97, PS-107, PS-109, PS-112, PS-114, PS-125, PS-136, PS-141, PS-142, PS-176, PS-181, | 15 | 8.62% |
Collaborative learning | PS-36, PS-41, PS-70, PS-71, PS-79, PS-97, PS-106, PS-111, PS-137, PS-145, PS-154, PS-169, PS-177, PS-181 | 14 | 8.05% |
Gamification | PS-15, PS-21, PS-35, PS-41, PS-45, PS-53, PS-57, PS-91, PS-101, PS-104, PS-106, PS-144, PS-174 | 13 | 7.47% |
Problem-based learning | PS-30, PS-45, PS-56, PS-64, PS-75, PS-77, PS-89, PS-111, PS-116, PS-126, | 10 | 5.75% |
Interactive learning | PS-19, PS-27, PS-32, PS-78, PS-83, PS-114, PS-130, PS-139, PS-159, PS-167 | 10 | 5.75% |
E-learning | PS-41, PS-51, PS-66, PS-71, PS-75, PS-79, PS-96, PS-122, | 8 | 4.60% |
Cooperative learning | PS-57, PS-76, PS-93, PS-94, PS-96 | 5 | 2.87% |
Experiential learning | PS-16, PS-88, PS-98, PS-149, PS-168 | 5 | 2.87% |
Reflective learning | PS-6, PS-81, PS-125, PS-140, PS-175 | 5 | 2.87% |
Design thinking | PS-105, PS-115, PS-163, PS-166, PS-170 | 5 | 2.87% |
Flipped Classroom | PS-52, PS-94, PS-143, PS-172 | 4 | 2.30% |
Multimedia learning | PS-68, PS-69, PS-171 | 3 | 1.72% |
Multisensory learning | PS-53, PS-95, PS-143 | 3 | 1.72% |
CPS Model (Creative Problem Solving) | PS-33, PS-45, PS-116 | 3 | 1.72% |
Active learning | PS-128, PS-135 | 2 | 1.15% |
Hybrid learning | PS-2, PS-172 | 2 | 1.15% |
Integrative learning | PS-61, PS-62 | 2 | 1.15% |
Mobile learning | PS-42, PS-66 | 2 | 1.15% |
Extracurricular course | PS-50, PS-90 | 2 | 1.15% |
SCAMPER method (Substitute, Combine, Adapt, Modify, Purpose, Eliminate, Rearrange) | PS-25, PS-45 | 2 | 1.15% |
Self-directed learning | PS-110 | 1 | 0.57% |
Music-based learning | PS-145 | 1 | 0.57% |
BOPPPS Learning | PS-11 | 1 | 0.57% |
Object-centered learning | PS-132 | 1 | 0.57% |
4C Model (Connect, Construct, Contemplate, Continue) | PS-130 | 1 | 0.57% |
Observational learning | PS-26 | 1 | 0.57% |
Relational learning | PS-92 | 1 | 0.57% |
Ubiquitous learning | PS-124 | 1 | 0.57% |
Artful Thinking | PS-150 | 1 | 0.57% |
From Inspiration to Sketches (Fits) | PS-156 | 1 | 0.57% |
CAPE Teaching (Exploration, Cooperation, Records, Reflection) | PS-179 | 1 | 0.57% |
Emotion-driven innovation | PS-65 | 1 | 0.57% |
Role-playing | PS-77 | 1 | 0.57% |
Technical Artistic Design Lab | PS-8 | 1 | 0.57% |
Abstraction method | PS-80 | 1 | 0.57% |
Decomposition method (Principle, Structure, Function, Purpose) | PS-88 | 1 | 0.57% |
FITA method: Pre-design, Design, Research, Communication | PS-60 | 1 | 0.57% |
Reggio Emilia method | PS-34 | 1 | 0.57% |
5E Model (Engage, Explore, Explain, Elaborate, Evaluate) | PS-3 | 1 | 0.57% |
CREATE Model | PS-85 | 1 | 0.57% |
Dramatic pedagogy | PS-28 | 1 | 0.57% |
ION Thinking fostering 4 types of attitudes | PS-63 | 1 | 0.57% |
Creative Reversion (CREACT) | PS-178 | 1 | 0.57% |
Techniques or Practices | Study ID | Total | Representativity Percentage Total Studies RQ2 = 187 |
---|---|---|---|
Interdisciplinary projects | PS-1, PS-4, PS-5, PS-10, PS-11, PS-13, PS-21, PS-22, PS-29, PS-40, PS-47, PS-56, PS-58, PS-61, PS-62, PS-67, PS-71, PS-72, PS-79, PS-85, PS-92, PS-97, PS-99, PS-107, PS-112, PS-122, PS-138, PS-142, PS-163, PS-164 PS-173 PS-176 PS-181, PS-184, PS-185 | 35 | 19% |
Drawing and painting practices with different techniques (charcoal, oil, colored pencils, etc.) | PS-8, PS-20, PS-35, PS-41, PS-44, PS-48, PS-54, PS-60, PS-68, PS-70, PS-99, PS-108, PS-183, PS-187, PS-123, PS-152, PS-154, PS-172, PS-177, PS-175, PS-178, PS-186, PS-187 | 23 | 12% |
Brainstorming | PS-10, PS-14, PS-18, PS-25, PS-32, PS-33, PS-38, PS-39, PS-45, PS-50, PS-54, PS-57, PS-77, PS-79, PS-91, PS-105, PS-115, PS-116, PS-131, PS-135, PS-142, PS-150 | 22 | 12% |
Collaborative hands-on activities | PS-3, PS-5, PS-7, PS-12, PS-38, PS-41, PS-63, PS-64, PS-66, PS-70, PS-71, PS-76, PS-101, PS-135, PS-136, PS-143, PS-154, PS-155, PS-167, PS-168, PS-169 | 20 | 11% |
Music practices, singing, playing instruments | PS-9, PS-21, PS-48, PS-75, PS-86, PS-88, PS-98 PS-107, PS-119, PS-121, PS-136, PS-141, PS-145, PS-162, PS-167, PS-173, PS-174, PS-183, PS-184, PS-187 | 20 | 11% |
Reflective activities (writing reports, journals, logs, managing emotions and qualities) | PS-5, PS-6, PS-7, PS-8, PS-40, PS-50, PS-63, PS-80, PS-81, PS-80, PS-103, PS-123, PS-117, PS-124 PS-125, PS-140, PS-154, PS-175, PS-182 | 19 | 10% |
Creating multimedia content: digital images, videos, animations, music, websites | PS-21, PS-24, PS-47, PS-51, PS-59, PS-62, PS-68, PS-71, PS-96, PS-100, PS-114, PS-124, PS-154, PS-155, PS-166, PS-179, PS-185, PS-187 | 18 | 10% |
Sketching or drawing rough drafts | PS-22, PS-24, PS-39, PS-41, PS-44, PS-54, PS-60, PS-79, PS-80, PS-102, PS-128, PS-131, PS-133, PS-135, PS-142, PS-146, PS-150, PS-156 | 17 | 9% |
Associating, combining, substituting, and reorganizing figures or elements | PS-9, PS-25, PS-33, PS-45, PS-53, PS-55, PS-73, PS-85, PS-95, PS-96, PS-98, PS-103, PS-105, PS-107, PS-117, PS-131, PS-174 | 17 | 9% |
Dance and theater practices | PS-28, PS-52, PS-53, PS-81, PS-86, PS-104, PS-109, PS-113, PS-119, PS-121, PS-125, PS-141, PS-151, PS-144, PS-160, PS-183, PS-187 | 17 | 9% |
Writing poems, novels, fantasy stories | PS-9, PS-20, PS-55, PS-91, PS-92, PS-100, PS-101, PS-109, PS-118, PS-120, PS-133, PS-149, PS-175, PS-183, PS-185 | 15 | 8% |
Creation, innovation, or improvement of products | PS-65, PS-71, PS-55, PS-74, PS-77, PS-99, PS-102, PS-156, PS-161, PS-163, PS-166, PS-177, PS-184, PS-68, | 13 | 7% |
Proposing alternative approaches to problem solving | PS-4, PS-7, PS-33, PS-64, PS-94, PS-108, PS-110, PS-112, PS-116 PS-125, PS-126, PS-128, PS-131, PS-182 | 13 | 7% |
Use of virtual reality and augmented reality, simulation | PS-11, PS-16, PS-19, PS-33, PS-49, PS-54, PS-59, PS-66, PS-72, PS-78, PS-106, PS-137, PS-145 | 13 | 7% |
Use of digital, interactive audiovisual media | PS-27, PS-32, PS-51, PS-67, PS-71, PS-83, PS-114, PS-139, PS-140, PS-143, PS-167, PS-171 | 12 | 6% |
Taking photographs | PS-34, PS-39, PS-54, PS-57, PS-61, PS-68, PS-75, PS-90, PS-93, PS-150, PS-154, PS-187 | 12 | 6% |
Pedagogical excursions to nature, museums, and buildings | PS-4, PS-34, PS-39, PS-55, PS-58, PS-82, PS-90, PS-118, PS-119, PS-128, PS-180 | 11 | 6% |
Drawing diagrams, mind maps, and graphic organizers | PS-7, PS-14, PS-30, PS-33, PS-40, PS-44, PS-54, PS-60, PS-93, PS-131, PS-133 | 11 | 6% |
Games with points, levels, rewards, and challenges | PS-9, PS-15, PS-35, PS-38, PS-50, PS-63, PS-74, PS-91, PS-101, PS-131, PS-144, PS-174 | 11 | 6% |
Reading | PS-78, PS-83, PS-120, PS-122, PS-125, PS-131, PS-132, PS-157, PS-161, PS-164, PS-167 | 11 | 6% |
Analysis/appreciation of works of art | PS-8, PS-16, PS-31, PS-35, PS-57, PS-82, PS-84, PS-109, PS-125, PS-151 | 10 | 5% |
Creating cards, infographics, collages, or portfolios | PS-7, PS-39, PS-43, PS-47, PS-53, PS-54, PS-123, PS-133, PS-150, PS-160, PS-175 | 10 | 5% |
3D modeling and printing | PS-11, PS-46, PS-49, PS-56, PS-72, PS-106, PS-115, PS-128, PS-129, PS-130 | 10 | 5% |
Audiovisual experiences (watching movies, videos, images, listening to music) | PS-6, PS-32, PS-48, PS-54, PS-75, PS-93, PS-94, PS-141, PS-148, PS-179 | 9 | 5% |
Creating models, scenarios, montages, or prototypes | PS-10, PS-13, PS-46, PS-62, PS-77, PS-145, PS-160, PS-170, PS-184 | 9 | 5% |
Visuospatial practices, three-dimensional drawing | PS-14, PS-37, PS-108, PS-129, PS-142, PS-152, PS-172, PS-186, PS-187, | 9 | 5% |
Crafting or arts and crafts | PS-8, PS-35, PS-85, PS-127, PS-151, PS-155, PS-161, PS-177 | 8 | 4% |
Creating comics, manga, stories, or books | PS-24, PS-43, PS-79, PS-157, PS-100, PS-101, PS-146, PS-170 | 8 | 4% |
Debates/discussions | PS-3, PS-57, PS-67, PS-79, PS-122, PS-142 | 6 | 3% |
Use of metaphors and analogies | PS-22, PS-50, PS-102, PS-105, PS-129, PS-145 | 6 | 3% |
Peer feedback practices | PS-42, PS-49, PS-75, PS-76, PS-128, | 5 | 3% |
Assembling pieces, puzzles | PS-53, PS-58, PS-106, PS-129, PS-155 | 5 | 3% |
Project contests | PS-17, PS-31, PS-38, PS-74 | 4 | 2% |
Asking questions | PS-3, PS-33 PS-102, PS-140 | 4 | 2% |
Creating characters | PS-18, PS-78, PS-146, PS-161 | 4 | 2% |
Seeking inspiration, creating, and sharing on social networks | PS-68, PS-69, PS-100, PS-124 | 4 | 2% |
Workshops or conferences with experienced artists | PS-86, PS-111, PS-131, PS-169 | 4 | 2% |
Origami | PS-10, PS-115, PS-134 | 3 | 2% |
Physical exercise, gymnastics, or physical therapy | PS-55, PS-73, PS-104 | 3 | 2% |
Experimental classes | PS-2, PS-23 | 2 | 1% |
Makerspace | PS-18, PS-155 | 2 | 1% |
Use of artificial intelligence | PS-20, PS-26 | 2 | 1% |
Production of radio programs and podcasts | PS-31, PS-133 | 2 | 1% |
Video games | PS-22, PS-67 | 2 | 1% |
Creation of packaging, containers | PS-49, PS-85 | 2 | 1% |
Extracurricular clubs | PS-29, PS-94 | 2 | 1% |
Research and analysis on history | PS-23, PS-132 | 2 | 1% |
Tools | Study ID | Total | Representativity Percentage Total Studies RQ3 = 70 |
---|---|---|---|
Playful Applications or Platforms: Story-Go-Round, Storycraft, Scratch, Kodu, WordWall, Hero Builder, Lego Education WeDo, Curious Whispers, CREACT, Hello Color Pencil, Sketches. | PS-10, PS-21, PS-29, PS-30, PS-42, PS-53, PS-62, PS-68, PS-74, PS-78, PS-93, PS-100, PS-106, PS-130, PS-161, PS-178, PS-185 | 17 | 24% |
Virtual Learning Environments: Moodle, DigiEduHack, Wisdom Master Pro, Schoology, MOOC, Open Virtual Mobility Hub. | PS-12, PS-13, PS-15, PS-16, PS-26, PS-31, PS-41, PS-52, PS-59, PS-66, PS-71, PS-75, PS-79, PS-96, PS-172 | 15 | 21% |
Collaborative Work Platforms: DigiEduHack, Digital-CoP, Zoom, WeTransfer, Trello, SyncMeet, Skype, PowerPoint, OpenAir, WhatsApp, Google Forms, Dropbox, Gmail, Microsoft Teams, Slack, Owela. | PS-12, PS-13, PS-27, PS-41, PS-42, PS-57, PS-68, PS-71, PS-79, PS-93, PS-97, PS-106, PS-110, PS-142, PS-174 | 15 | 21% |
Video Creation or Editing Programs: GoPro, Windows Movie Maker, YouTube, Animal Logic. | PS-68, PS-69, PS-83, PS-100, PS-113, PS-114, PS-124, PS-137, PS-141, PS-149, PS-174 | 11 | 16% |
Social Media: YouTube, Instagram, Facebook, Pinterest, Tumblr, Behance. | PS-15, PS-68, PS-69, PS-83, PS-100, PS-113, PS-114, PS-124, PS-141, PS-149 | 10 | 14% |
Programming and Interface Design: Scratch, SIGGRAPH, Kodu, Mixly, AR Game Engine, Weebly. | PS-21, PS-30, PS-58, PS-68, PS-74, PS-78, PS-106, PS-124, PS-176, PS-185 | 10 | 14% |
Mobile Devices: Smartphones, tablets, laptops. | PS-18, PS-32, PS-41, PS-42, PS-78, PS-94, PS-150, PS-159 | 8 | 11% |
Image Creation or Editing Programs: Storyboard That, Adobe Photoshop, Photopea, Fresko Paint Light, ArtFlow, Corel Painter 2022, InDesign, ArtRage, Sketches, Prisma Photo Editor, Adobe Capture, Adobe Clip, Adobe Draw, Adobe Scan, Adobe Comp, AutoDraw, PaintCan, PicsArt, Layout, and CamScanner. | PS-16, PS-41, PS-68, PS-75, PS-90, PS-100, PS-110, PS-172 | 8 | 11% |
Platforms for Creating 3D Objects: 3DMax, Autodesk Maya, Sketchup, TrussFab, Substance Painter, CoSpaces. | PS-10, PS-41, PS-46, PS-47, PS-49, PS-59, PS-72 | 7 | 10% |
Augmented or Virtual Reality Programs: Google Cardboard, Samsung Gear VR, VR-OCKS, AR Game Engine, Unity, Leap Motion, Aurasma, CoSpaces. | PS-59, PS-72, PS-78, PS-106, PS-114, PS-184 | 6 | 9% |
Artificial Intelligence Platforms: ChatGPT, Dream Studio. | PS-20 | 1 | 1% |
Skills | Study ID | Total | Representativity Percentage Total Studies RQ4 = 61 |
---|---|---|---|
Originality | PS-1, PS-2, PS-9, PS-20, PS-23, PS-25, PS-38, PS-40, PS-41, PS-43, PS-44, PS-45, PS-46, PS-50, PS-52, PS-57, PS-60, PS-63, PS-64, PS-73, PS-74, PS-77, PS-84, PS-91, PS-95, PS-99, PS-102, PS-104, PS-107, PS-109, PS-111, PS-114, PS-116, PS-117, PS-126, PS-127, PS-131, PS-134, PS-144, PS-147, PS-148, PS-150, PS-152, PS-153, PS-158, PS-162, PS-164, PS-169, PS-180, PS-187 | 50 | 82% |
Fluency | PS-1, PS-2, PS-9, PS-23, PS-25, PS-37, PS-38, PS-40, PS-45, PS-48, PS-50, PS-52, PS-57, PS-60, PS-63, PS-73, PS-77, PS-84, PS-94, PS-95, PS-99, PS-102, PS-107, PS-108, PS-111, PS-114, PS-116, PS-126, PS-127, PS-131, PS-134, PS-144, PS-148, PS-150, PS-152, PS-153, PS-158, PS-162, PS-164, PS-169, PS-178, PS-180 | 42 | 69% |
Flexibility | PS-1, PS-2, PS-9, PS-20, PS-23, PS-25, PS-37, PS-40, PS-41, PS-46, PS-52, PS-60, PS-63, PS-73, PS-74, PS-77, PS-84, PS-85, PS-94, PS-95, PS-102, PS-107, PS-108, PS-111, PS-112, PS-114, PS-116, PS-117, PS-124, PS-127, PS-128, PS-131, PS-134, PS-135, PS-144, PS-147, PS-150, PS-153, PS-158, PS-164, PS-178, PS-180 | 42 | 69% |
Elaboration | PS-1, PS-23, PS-25, PS-38, PS-45, PS-57, PS-77, PS-84, PS-95, PS-102, PS-107, PS-126, PS-131, PS-134, PS-153, PS-164 | 16 | 26% |
Novelty | PS-37, PS-85, PS-91, PS-108 | 4 | 7% |
Sensitivity | PS-25, PS-85, PS-135 | 3 | 5% |
Quick Thinking | PS-74, PS-117, PS-135 | 3 | 5% |
Openness | PS-1, PS-25 | 2 | 3% |
Imagination | PS-9, PS-162 | 2 | 3% |
Initiative | PS-25, PS-109 | 2 | 3% |
Coding Ability | PS-26 | 1 | 2% |
Curiosity | PS-147 | 1 | 2% |
Autonomy | PS-147 | 1 | 2% |
Abstraction | PS-169 | 1 | 2% |
Educational Level | Study ID | Total | Representativity Percentage Total Studies RQ5 = 174 |
---|---|---|---|
University | PS-4, PS-7, PS-8, PS-10, PS-11, PS-12, PS-13, PS-14, PS-15, PS-16, PS-18, PS-20, PS-23, PS-24, PS-25, PS-26, PS-30, PS-31, PS-36, PS-37, PS-38, PS-40, PS-41, PS-42, PS-43, PS-45, PS-48, PS-49, PS-50, PS-52, PS-54, PS-55, PS-56, PS-57, PS-59, PS-62, PS-63, PS-65, PS-69, PS-70, PS-73, PS-74, PS-77, PS-78, PS-79, PS-80, PS-81, PS-82, PS-84, PS-85, PS-86, PS-88, PS-89, PS-90, PS-93, PS-94, PS-95, PS-96, PS-98, PS-100, PS-102, PS-104, PS-107, PS-108, PS-109, PS-110, PS-111, PS-112, PS-113, PS-115, PS-116, PS-118, PS-119, PS-121, PS-123, PS-128, PS-133, PS-134, PS-135, PS-136, PS-139, PS-141, PS-142, PS-144, PS-146, PS-147, PS-148, PS-149, PS-150, PS-151, PS-152, PS-154, PS-155, PS-156, PS-157, PS-159, PS-161, PS-165, PS-170, PS-171, PS-172, PS-174, PS-175, PS-176, PS-178, PS-179, PS-181, PS-183, PS-184, PS-186, PS-187 | 111 | 64% |
Elementary school | PS-1, PS-17, PS-19, PS-22, PS-27, PS-29, PS-34, PS-35, PS-39, PS-44, PS-46, PS-47, PS-53, PS-58, PS-64, PS-67, PS-72, PS-83, PS-87, PS-91, PS-92, PS-97, PS-103, PS-124, PS-125, PS-126, PS-127, PS-129, PS-137, PS-140, PS-145, PS-153, PS-167, PS-168, PS-180, PS-185 | 36 | 21% |
High school | PS-2, PS-33, PS-35, PS-51, PS-66, PS-68, PS-87, PS-92, PS-99, PS-103, PS-106, PS-120, PS-126, PS-127, PS-131, PS-140, PS-160, PS-164, PS-166, PS-177 | 20 | 11% |
All educational levels | PS-3, PS-32, PS-61, PS-101, PS-105, PS-143, PS-162, PS-163, PS-169, PS-182 | 10 | 6% |
Preschool | PS-9, PS-75, PS-132, PS-138 | 4 | 2% |
Countries | Study ID | Total | Percentages Total Primary Studies = 187 |
---|---|---|---|
USA | PS-4, PS-22, PS-59, PS-61, PS-62, PS-63, PS-71, PS-81, PS-90, PS-93, PS-97, PS-99, PS-105, PS-107, PS-110, PS-112, PS-115, PS-121, PS-124, PS-134, PS-138, PS-141 PS-142, PS-147, PS-149, PS-155, PS-176, PS-177, PS-182, PS-184, PS-187 | 31 | 16.58% |
China | PS-3, PS-9, PS-14, PS-17, PS-19, PS-21, PS-26, PS-30, PS-32, PS-33, PS-35, PS-40, PS-44, PS-49, PS-51, PS-56, PS-57, PS-58, PS-118, PS-122, PS-139, PS-151, PS-171, PS-172, PS-186 | 25 | 13.37% |
United Kingdom | PS-28, PS-53, PS-92, PS-96, PS-127, PS-132, PS-133, PS-144, PS-157, PS-180, PS-181, PS-183 | 12 | 6.42% |
Taiwan | PS-1, PS-6, PS-11, PS-16, PS-42, PS-52, PS-87, PS-88, PS-94, PS-102, PS-114, PS-179 | 12 | 6.42% |
Turkey | PS-17, PS-46, PS-91, PS-98, PS-101, PS-123, PS-126, PS-140 PS-152, PS-160, PS-164, PS-178 | 12 | 6.42% |
Australia | PS-12, PS-23, PS-38, PS-48, PS-86, PS-137, PS-154, PS-162, PS-165, PS-174 | 10 | 5.35% |
Spain | PS-17, PS-34, PS-43, PS-50, PS-67, PS-83, PS-106, PS-129, PS-130 | 9 | 4.81% |
Indonesia | PS-2, PS-27, PS-37, PS-95, PS-108, PS-113, PS-170 | 7 | 3.74% |
South Korea | PS-20, PS-39, PS-54, PS-116, PS-169 | 5 | 2.67% |
Italy | PS-8, PS-13, PS-65, PS-73, PS-185 | 5 | 2.67% |
Russia | PS-17, PS-41, PS-89, PS-104, PS-135 | 5 | 2.67% |
Canada | PS-75, PS-138, PS-145, PS-175 | 4 | 2.14% |
Egypt | PS-47, PS-78, PS-111, PS-158 | 4 | 2.14% |
Malaysia | PS-45, PS-100, PS-129, PS-166 | 4 | 2.14% |
Greece | PS-66, PS-136, PS-167 | 3 | 1.60% |
Israel | PS-148, PS-156, PS-159 | 3 | 1.60% |
Mexico | PS-31, PS-84, PS-109 | 3 | 1.60% |
Poland | PS-60, PS-74, PS-129 | 3 | 1.60% |
Qatar | PS-10, PS-111, PS-146 | 3 | 1.60% |
Thailand | PS-15, PS-70, PS-85 | 3 | 1.60% |
Saudi Arabia | PS-25, PS-120 | 2 | 1.07% |
Bahrain | PS-68, PS-69 | 2 | 1.07% |
Brazil | PS-17, PS-163 | 2 | 1.07% |
Croatia | PS-24, PS-150 | 2 | 1.07% |
France | PS-153, PS-173 | 2 | 1.07% |
Ghana | PS-36, PS-131 | 2 | 1.07% |
India | PS-72, PS-143 | 2 | 1.07% |
Japan | PS-7, PS-79 | 2 | 1.07% |
Kazakhstan | PS-64, PS-129 | 2 | 1.07% |
Romania | PS-59, PS-129 | 2 | 1.07% |
Uzbekistan | PS-82, PS-119 | 2 | 1.07% |
Jordan | PS-103, PS-111 | 2 | 1.07% |
Lebanon | PS-80, PS-111 | 2 | 1.07% |
Ukraine | PS-55, PS-77 | 2 | 1.07% |
Belgium | PS-125 | 1 | 0.53% |
Belarus | PS-117 | 1 | 0.53% |
Cyprus | PS-18 | 1 | 0.53% |
United Arab Emirates | PS-111 | 1 | 0.53% |
Finland | PS-161 | 1 | 0.53% |
Iraq | PS-76 | 1 | 0.53% |
Iran | PS-128 | 1 | 0.53% |
Ireland | PS-168 | 1 | 0.53% |
Malta | PS-5 | 1 | 0.53% |
Morocco | PS-111 | 1 | 0.53% |
Netherlands | PS-29 | 1 | 0.53% |
Portugal | PS-77 | 1 | 0.53% |
Research Question | NS | VMin–VMax | R, A | Mean | Median | Low Confidence | Medium Confidence | High Confidence | ||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
LL | UL | N (%) | LL | UL | N (%) | LL | UL | N (%) | ||||||
RQ1. What are the predominant educational methods for the development of creative thinking? | 174 | 0.57–16.67% | R = 16.10% A = 5.37% | 3% | 0.86% | 0.57% | 5.49% | 41 (86%) | 5.49% | 11.30% | 4 (8%) | 11.30% | 16.67% | 3 (6%) |
RQ2. Which techniques or activities are most frequently applied to cultivate creative thinking? | 187 | 1.07–19.25% | R = 18.18% A = 6.06% | 5% | 4.81% | 1.07% | 7.13% | 36 (77%) | 7.13% | 13.19% | 10 (21%) | 13.19% | 19.25% | 1 (2%) |
RQ3. What technological tools are used to support activities for the development of creative thinking? | 70 | 1–24% | R = 22.86% A = 7.62% | 14% | 14.29% | 1% | 9.05% | 2 (18%) | 9.05% | 16.67% | 6 (55%) | 16.67% | 24% | 3 (27%) |
RQ4. What are the skills of creative thinking? | 61 | 2–82% | R = 80.36% A = 26.79% | 20% | 4.10% | 2% | 28.13% | 11 (79%) | 28.43% | 55.21% | 0 (0%) | 55.21% | 82% | 3 (21%) |
RQ5. At what educational levels have these studies related to this specific topic been carried out? | 174 | 2–64% | R = 61.49% A = 20.50% | 21% | 11.49% | 2% | 22.80% | 4 (80%) | 22.80% | 43.30% | 0 (0%) | 43.30% | 64% | 1 (20%) |
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Samaniego, M.; Usca, N.; Salguero, J.; Quevedo, W. Creative Thinking in Art and Design Education: A Systematic Review. Educ. Sci. 2024, 14, 192. https://doi.org/10.3390/educsci14020192
Samaniego M, Usca N, Salguero J, Quevedo W. Creative Thinking in Art and Design Education: A Systematic Review. Education Sciences. 2024; 14(2):192. https://doi.org/10.3390/educsci14020192
Chicago/Turabian StyleSamaniego, Mariela, Nancy Usca, José Salguero, and William Quevedo. 2024. "Creative Thinking in Art and Design Education: A Systematic Review" Education Sciences 14, no. 2: 192. https://doi.org/10.3390/educsci14020192
APA StyleSamaniego, M., Usca, N., Salguero, J., & Quevedo, W. (2024). Creative Thinking in Art and Design Education: A Systematic Review. Education Sciences, 14(2), 192. https://doi.org/10.3390/educsci14020192