10 Hands-On Exercises To Spark Student Creativity and Innovation
10 Hands-On Exercises To Spark Student Creativity and Innovation
10 Hands-On Exercises To Spark Student Creativity and Innovation
Abstract
Ten theoretically-based exercises are described in order to help instructors expand
students’ creative capacity and encourage the development of innovations.
Introduction
Creative processes and ideation play a crucial role in the development of innovations.
University students in technical fields become well-equipped with key theories, equations, and
knowledge during their time in classes, but they don’t often have exposure to or experience
with effective creative processes that can build upon that knowledge and help them develop
useful innovations on their own. This paper is not proposing that a separate course be offered,
but rather offers a set of classroom tools and interactive techniques designed to help instructors
give their students more experience with the creative process within existing courses.
The tools and techniques presented in this paper have a theoretical basis drawn from three
areas: experiential learning, psychological ownership, and the triarchic theory of intelligence.
Together, these theoretical streams form a foundation of pedagogical attributes of the tools:
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use new or ingenious ways to solve problems; empirically demonstrated that classroom
and (3) practical, referring to street smarts instructors can improve student learning and
or common sense (Sternberg et al. 1995). satisfaction by increasing students’ level of
Sternberg underscores the importance of psychological ownership in group exercises. In
using all three types of intellectual skills by the study, a sense of ownership was promoted
highlighting the difference between academic in the classroom by allowing students to make
problems and real-world, practical problems: choices about aspects of their assigned work
or by encouraging them to provide their own
…the characteristics of academic ideas or materials for projects. This study
problems tend to be (a) formulated by provided empirical reinforcement to what
others;(b) intrinsically uninteresting for many instructors have known for years—that
the most part; (c) self-contained, in that students’ sense of ownership can improve their
all needed information is available from satisfaction with experiential projects. The
the beginning; (d) disembedded from results support the idea that when students
an individual’s ordinary experience; are given incrementally more control over how
(e) well defined; (f) characterized by a their education product is configured and
‘correct’ answer; and (g) characterized delivered, their overall level of self-reported
by a single method of obtaining the learning will increase. Buchko (1992) found
correct answer. In contrast, practical that ownership affects group members’
problems tend to be (a) unformulated or attitudes primarily through greater perceived
in need of reformulation; (b) personally influence and control. Efforts to increase
interesting; (c) lacking information ownership by customers in the product design
necessary for solution; (d) related to and production process have been shown to
everyday experience; (e) poorly defined; improve relationships and customer satisfaction
(f) characterized by multiple correct (Duray and Milligan 1999).
or at least “acceptable” solutions, each
with liabilities as well as assets; and (g) Research in management has generally
characterized by multiple methods for recommended that managers use a flexible,
picking a problem solution (Sternberg et adaptive leadership style (Mescon, Albert, and
al. 1995, 352). Khedouri 1988). The framework developed
by Hersey and Blanchard (1982) shows that
leadership styles characterized by participation
Theoretical Foundation: Psychological
and delegating are more effective when group
Ownership
members are more mature, and “selling”
Another theoretical foundation is found in the
and “telling” styles are more effective for
research stream of “psychological ownership.”
less mature individuals. This suggests that
Management scholars have advocated for
educators should consider a wide range of
years that satisfaction in organizations can
teaching tools for their classes and choose a
be improved when those managing a group
pedagogical approach based on their students’
promote “psychological ownership” or
overall maturity level, evidenced by their
“empowerment” among the group members
willingness and ability to take responsibility
(see Allport 1946; Druskat and Pescosolido
for the work involved in group projects. For
2002; Lee and Koh 2001; Reeve and Smith
those classes that demonstrate a higher level of
2001). Pierce, Kostova, and Dirks (2001) defined
maturity, participative and delegating styles are
it as “a state of mind ... in which individuals feel
appropriate.
as though the target of ownership (material
2 or immaterial in nature) or a piece of it is A service (as a category of consumer products)
‘theirs’” (299). Prior research by Wood (2003) has been defined as “… the production of
an essentially intangible benefit, either in its Some of the best discussion stems from
own right or as a significant element of a “bad examples” – i.e., consumer products
tangible product, which through some form of that the student or teacher believes may
exchange, satisfies an identified need” (Palmer not succeed. After introducing the item,
2007). Higher education is primarily a service the student/teacher passes the item
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3. Innovation You the target number, so they learn the value
of building on each others’ ideas and not
• Although there are key principles of to inhibit ideas from others. They should
innovation, each student will approach be encouraged to recall this lesson when
the process differently depending on their their team is asked to develop ideas in new
individual talents and strengths. To help contexts.
students better personalize and internalize
the innovation process, this take-home 5. iWish
assignment asks students to “create a
poster about YOU.” This exercise requires • This exercise is designed to reinforce
a bit of advanced reading and discussion, the idea that innovations need to solve
and some class time for their presentations a human problem of some kind. First,
when the posters are due. students are asked to work individually and
think of a problem or hassle that people
• Lesson 1: Innovation requires regular doses
they know often face. The instructor can
of inspiration, so they should include their
also direct the students to focus on people
favorite quote, and a photo and short bio
with special needs (e.g., blind, elderly)
of a person they find inspirational.
or in developing nations. Then, students
• Lesson 2: Promising innovations are most are asked to form teams of three to five,
likely to derive from a well-developed discuss each of their ideas together, and
knowledge base (see Gladwell 2008). The decide on one that can best be solved with
students should include a description and a smartphone app (“I wish a cell phone
photo of a skill, hobby, or field that they could _ _ _ _ _ _ _”). The next step is for
know the most about (outside of family them to draw a large outline of an iPhone
and school). They may also include a brief on a page (or use one provided by the
description of experiences where they have instructor), and sketch the app interface on
experienced “flow” (see Csikszentmihalyi their iPhone drawing. Each team presents
1990). the human problem they sought to solve
• Lesson 3: Variety and diversity is good. and their app solution to the class.
The students take a free online Jung • Lesson 1: Ideas in groups tend to be better
typology test and report the result on the if the members work individually first, then
poster. They also read the list of Gardner’s compare notes with the rest of the team.
“multiple intelligences” and report the ones
• Lesson 2: The best innovations solve real
that fit them best.
problems.
• Presentation is important. I require a
physical, 3D item of some sort on their 6. R&D
poster that reflects their interests or
expertise, and encourage them to think • In many engineering-focused industries,
broadly about the idea of a “poster” and the technology comes first and then
how they present their work. an application for the technology is
sought—this is the reverse of the standard
4. 100 Uses innovation process. Instead of starting
with problems and developing many
• This exercise is a way to warm up a group possible innovations, students will start
and lower their inhibitions for sharing their by examining the latest technological
ideas with others in their team. The task is developments and then consider their
simple: In ten minutes, come up with 100 application to many possible problems. For
uses for old newspapers (or unused pizza example, looking through a website such
boxes, or outdated computer materials). as rdmag.com, the instructor can show
4 • Lesson: The teams need every conceivable examples of recent R&D developments
idea their members can offer to approach (e.g., spider silk, nanobatteries, sprayable
metals) and ask “What types of products a student receives a card, they should try
or applications can you think of for this?” to build on the ideas already presented, if
Other examples may be purchased possible. After passing the cards three to
through sites such as inventables.com, four times, ask each person—on the next
discussed in the context of 3D printing or round—to write down a “wild idea.” Then,
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best idea for addressing a nagging social DeLay, Randolph. 1996. “Forming Knowledge:
issue in their own community or abroad. Constructivist Learning and Experiential
• Another way to inspire students with a Education.” Journal of Experiential Education
larger challenge is to take on a project for 19(Aug-Sep): 76-81.
a non-profit organization in the city. It is Druskat, Vanessa U., and Anthony T.
a prime opportunity for them to employ Pescosolido. 2002. “The Content of Effective
design thinking across a semester, by Teamwork Mental Models in Self-Managing
starting with Empathy, moving to Ideation,
Teams: Ownership, Learning and Heedful
and finally to Implementation.
Interrelating.” Human Relations 55 (Mar): 283-
• Lesson: Innovation is needed by all 314.
organizations, both for-profit and non-
Duray, Rebecca, and Glenn W. Milligan. 1999.
profit.
“Improving Customer Satisfaction Through
Conclusion Mass Customization.” Quality Progress
Over the years, we have found that it 32(Aug): 60-66.
helps instructors and students manage the Gladwell, Malcolm. 2008. Outliers: The Story of
development and implementation of these Success. New York, NY: Little, Brown and
tools and activities if they have a flexible Company.
working space available—one that includes Hersey, Paul, and Ken Blanchard. 1982.
rolling tables, plenty of whiteboards, and Management of Organizational Behavior:
an interesting décor. Because students Utilizing Human Resources. 4th ed.
are also intensely interested in for-credit Englewood Cliffs, NJ: Prentice Hall.
opportunities that allow them to develop their Kolb, David A. 1984. Experiential Learning:
innovative capacities, we have also found Experience as a Source of Learning and
that a certificate program with additional Development. Englewood Cliffs, NJ: Prentice
professional contacts and support resources Hall.
allows them to pursue projects of individual
Lee, Mushin, and Joon Koh. 2001. “Is
interest, thus further tailoring and customizing
Empowerment Really a New Concept?”
their degree program to their passions
International Journal of Human Resource
and interests. At the University of Tulsa,
Management 12(June): 684-95.
examples of these resources are Studio Blue
(www.utulsa.edu/studioblue) and The Nova Liechty, John, Venkatram Ramaswamy, and
Fellowship (www.novafellowship.org). Steven H. Cohen. 2001. “Choice Menus
for Mass Customization: An Experimental
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