My first introduction to Feynman came some years ago when hearing that Feynman came up with his Nobel winning Physic’s insight through watching students throw and spin plates in the cafeteria of Cornell University.
I thought it was so cool that a person could have an important insight from something as ordinary and mundane as happening to notice someone amuse themselves by throwing a plate up in the air in a school cafeteria. For me, gaining creative insights or ideas from unexpected places is what initially drew me to research creativity and eventually led to the creation of Think Jar Collective.
There is a pattern that needs to be there for relevant creative ideas to arise. In a nutshell the pattern is something like this… Focus on a creative challenge for a bit…then let go… repeat many times
If we look a bit deeper the general pattern has the following features… - Domain Knowledge: You need to know your domain you want creative ideas in (like how Feynman was already a physicist and knew “the rules”) - Focus: You need to spend a lot of time thinking about your challenge or problem you want some creative ideas around, (Feynman worked on physics problems a lot) - Let Go: You need to periodically and regularly interrupt the brooding about a problem and do something totally differently (Like how Feynman went down to the cafeteria for a break). Even better if you schedule regular interruptions. - Serious Play: (Serious means the play is purposeful. This doesn’t mean boring playfulness; spontaneity is part of it. Serious play means you value play as a tool for fostering creative thinking. You have fun with it all; you explore and tease the old rules too. As you’ll soon see Feynman was a master of serious play)
I wanted to share my project with the community! I built a serious game using a platform called ThinkingWorlds to showcase the pedagogies in games and to investigate how teacher attitudes and perceptions changed before and after playing the game.
Serious games, expected to be a US$1.5 billion global market in 2008, are being described by some analysts as the next wave of technology-mediated learning. As organizations intensify their efforts to engage with members of today’s workforce, serious games offer a powerful, effective approach to learning and skills development.
Hurricanes, tsunamis, floods, wildfires, and earthquakes are happening and you need to prevent disaster from striking. Just like in real life, there is no right answer, so your game will be different each time you play.
Designed to get 13-15 year-old students interested in nanotechnology and science, this game has the two main characters going on miniaturized adventures while learning about physics, chemistry, and biology.