Abstract
In the 1980s, there was much talk
about the transition from the Industrial
Society to the Information
Society. Then in the 1990s people
began to talk about the Knowledge
Society, noting that information is
useful only when it is transformed
into knowledge.
But as I see it, knowledge alone is
not enough. In today’s rapidly changing
world, people must continually
come up with creative solutions to unexpected
problems. Success is based
not only on what you know or how
much you know, but on your ability to
think and act creatively. In short, we
are now living in the Creative Society.
Unfortunately, few of today’s classrooms
focus on helping students
develop as creative thinkers. Even students
who perform well in school are
often unprepared for the challenges
that they encounter after graduation,
in their work lives as well as their
personal lives. Many students learn to
solve specific types of problems, but
they are unable to adapt and improvise
in response to the unexpected
situations that inevitably arise in
today’s fast-changing world.
New technologies play a dual role
in the Creative Society. On one hand,
the proliferation of new technologies
is quickening the pace of change, accentuating
the need for creative thinking
in all aspects of people’s lives. On
the other hand, new technologies have
the potential, if properly designed
and used, to help people develop as
creative thinkers, so that they are better
prepared for life in the Creative
Society.
In this article, I discuss two technologies
developed by my research
group at the MIT Media Lab with the
explicit goal of helping people develop
as creative thinkers. The two technologies,
called Crickets and Scratch,
are designed to support what I call the
“creative thinking spiral.” In this process,
people imagine what they want
to do, create a project based on their
ideas, play with their creations, share
their ideas and creations with others,
and reflect on their experiences—all
of which leads them to imagine new
ideas and new projects. As students go
through this process, over and over,
they learn to develop their own ideas,
try them out, test the boundaries, experiment
with alternatives, get input
from others, and generate new ideas
based on their experiences.
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