Background: Children's creativity and motor competence are expandable factors that are related to convergent and divergent thinking processes. Objective: This study aimed to investigate the effect of games based on divergent and convergent thinking on motor competence and creativity in children aged 7-8 years. Methods: Participants aged 7.41 ± 0.39 years (n = 34) were selected based on inclusion criteria and were divided randomly into three groups (divergent thinking, convergent thinking, and control). Participants performed their group interventions in eighteen training sessions (six weeks period). The nonlinear training approach was used to manipulate divergent thinking and linear training was used in the group of manipulating convergent thinking. Each child completed the Movement Assessment Battery for Children - Second Edition to assess motor competence. The Bertsch Test was used to assess motor creativity. Results: In motor competence, the results revealed significant main effects for groups (p < .001) and time (p < .001) as well as significant groups by time interaction effect (p < .001). The divergent thinking group (M = 32.50) was significantly better than the control group (M = 24.79, p < .001), and the convergent thinking group (M = 28.81, p = .003). In motor creativity, the results revealed significant main effects for groups (p < .001) and time (p < .001) as well as significant groups by time interaction effect (p < .001). The divergent thinking group (M = 13.27, p < .001) and the convergent thinking group (M = 12.36, p = .016) were significantly better than the control group (M = 10.63). However, no significant difference was found between the divergent thinking and convergent thinking groups. Conclusions: Physical education teachers and educators are recommended to use the divergent thinking training approach to promote students' motor competence. Also, simple adjustments in the exercise program in the form of games can help children's motor creativity. However, more research is suggested to explore divergent and convergent learning mechanisms.
- Klíčová slova
- divergent thinking, convergent thinking,
- MeSH
- kreativita MeSH
- motorické dovednosti MeSH
- myšlení * klasifikace MeSH
- techniky cvičení a pohybu metody psychologie MeSH
- tělesná výchova * MeSH
- Publikační typ
- klinická studie MeSH
Through the innovation network (IN) and the use of artificial intelligence (AI), this study aims to look into the innovation performance (IP) of the healthcare industry. Digital innovation (DI) is also tested as a mediator. For the collection of data, cross-sectional methods and quantitative research designs were used. To test the study hypotheses, the SEM technique and multiple regression technique were used. Results reveal that AI and the innovation network support the attainment of innovation performance. The finding demonstrates that the relationship between INs and IP links and AI adoption and IP links is mediated through DI. The healthcare industry plays a vital role in facilitating public health and improving the living standards of the people. This sector's growth and development are largely dependent on its innovativeness. This study highlights the major determinants of IP in the healthcare industry in terms of IN and AI adoption. This study adds to the literature's knowledge via an innovative proposal in which the mediation role of DI among IN-IP and AI adoption-innovation links is investigated.
- MeSH
- kreativita MeSH
- lidé MeSH
- průřezové studie MeSH
- regresní analýza MeSH
- sektor zdravotní péče * MeSH
- umělá inteligence * MeSH
- Check Tag
- lidé MeSH
- Publikační typ
- časopisecké články MeSH
This article proposes an alternative view of the revolutionary subject. By building on insights from the critical streams of evolutionary psychology, it argues for the notion of revolutionary consciousness to be grounded in the categories of 'exaptive actorness' which are most notably manifested in everyday micropolitics. By emphasising the role of contingency, spontaneity, creativity, resourcefulness and, crucially, formal indeterminism and autonomy, exaptationism emerges as an irreducible and irrevocable enabling tactic of subsistence and subversion, as well as the very essence of the revolutionary act. The discussion will turn to the case of the Arab revolutions to demonstrate the everyday grammars of present-day popular uprisings.
- MeSH
- biologická evoluce * MeSH
- kreativita * MeSH
- lidé MeSH
- psychologie MeSH
- vědomí MeSH
- Check Tag
- lidé MeSH
- Publikační typ
- časopisecké články MeSH
RATIONALE: Serotonergic psychedelics are being studied as novel treatments for mental health disorders and as facilitators of improved well-being, mental function, and creativity. Recent studies have found mixed results concerning the effects of low doses of psychedelics ("microdosing") on these domains. However, microdosing is generally investigated using instruments designed to assess larger doses of psychedelics, which might lack sensitivity and specificity for this purpose. OBJECTIVES: Determine whether unconstrained speech contains signatures capable of identifying the acute effects of psilocybin microdoses. METHODS: Natural speech under psilocybin microdoses (0.5 g of psilocybin mushrooms) was acquired from thirty-four healthy adult volunteers (11 females: 32.09 ± 3.53 years; 23 males: 30.87 ± 4.64 years) following a double-blind and placebo-controlled experimental design with two measurement weeks per participant. On Wednesdays and Fridays of each week, participants consumed either the active dose (psilocybin) or the placebo (edible mushrooms). Features of interest were defined based on variables known to be affected by higher doses: verbosity, semantic variability, and sentiment scores. Machine learning models were used to discriminate between conditions. Classifiers were trained and tested using stratified cross-validation to compute the AUC and p-values. RESULTS: Except for semantic variability, these metrics presented significant differences between a typical active microdose and the inactive placebo condition. Machine learning classifiers were capable of distinguishing between conditions with high accuracy (AUC [Formula: see text] 0.8). CONCLUSIONS: These results constitute first evidence that low doses of serotonergic psychedelics can be identified from unconstrained natural speech, with potential for widely applicable, affordable, and ecologically valid monitoring of microdosing schedules.
- MeSH
- dospělí MeSH
- duševní poruchy * MeSH
- dvojitá slepá metoda MeSH
- halucinogeny * farmakologie MeSH
- jazyk (prostředek komunikace) MeSH
- kreativita MeSH
- lidé MeSH
- psilocybin farmakologie MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
Narativní schopnosti jsou jednou z důležitých oblastí jazykového vývoje dítěte. Vypovídají o celkové úrovni jazykových dovedností a bývají zasažené u dětí s narušeným vývojem řeči. Kromě jazykové oblasti ale vypovídají také o celkové kognitivní zralosti a mohou ukazovat na úroveň některých kognitivních schopností, jako je paměť či pozornost. Do velké míry souvisí také s budoucí školní úspěšností, zejména se čtením a porozuměním čtenému textu. Proto je potřeba se touto oblastí jazyka zabývat v diagnostice a intervenci. Cílem článku je podrobněji vysvětlit podstatu narativních schopností a zasadit je do kontextu dalších schopností a dovedností. Chceme ukázat způsoby diagnostiky těchto schopností a shrnout aktuální stav v České republice. V závěru chceme představit nově vzniklý nástroj na měření narativních schopností - Multijazykový test pro hodnocení jazykových schopností, který je adaptací anglické verze testu MAIN (Multilingual Assessment Instrument for Narratives), jenž je v současné době dostupný ve více než 70 jazycích.
Narrative skills are an important area of a child's language development. They divulge the overall level of language skills and are often affected in children with language impairment. They also indicate overall cognitive maturity and may signify the level of some cognitive abilities, such as memory or attention. Narrative skills are also largely related to future school success, especially reading and comprehension of the read text. Therefore it is necessary to deal with this area of language by diagnosis and intervention. The aim of the article is to explain in more detail the essence of narrative abi-lities and to place them in the context of other abilities and skills. We attempt to show how these abilities can be diagnosed and what the progress is in the diagnostics of narrative abilities in the Czech Republic. Finally, we wish to present a new tool for measuring narrative abilities - the Multilingual Assessment Instrument for Narratives (MAIN), which is current-ly an adaptation of the original English version, currently available in more than 70 languages.
Evolution provides a creative fount of complex and subtle adaptations that often surprise the scientists who discover them. However, the creativity of evolution is not limited to the natural world: Artificial organisms evolving in computational environments have also elicited surprise and wonder from the researchers studying them. The process of evolution is an algorithmic process that transcends the substrate in which it occurs. Indeed, many researchers in the field of digital evolution can provide examples of how their evolving algorithms and organisms have creatively subverted their expectations or intentions, exposed unrecognized bugs in their code, produced unexpectedly adaptations, or engaged in behaviors and outcomes, uncannily convergent with ones found in nature. Such stories routinely reveal surprise and creativity by evolution in these digital worlds, but they rarely fit into the standard scientific narrative. Instead they are often treated as mere obstacles to be overcome, rather than results that warrant study in their own right. Bugs are fixed, experiments are refocused, and one-off surprises are collapsed into a single data point. The stories themselves are traded among researchers through oral tradition, but that mode of information transmission is inefficient and prone to error and outright loss. Moreover, the fact that these stories tend to be shared only among practitioners means that many natural scientists do not realize how interesting and lifelike digital organisms are and how natural their evolution can be. To our knowledge, no collection of such anecdotes has been published before. This article is the crowd-sourced product of researchers in the fields of artificial life and evolutionary computation who have provided first-hand accounts of such cases. It thus serves as a written, fact-checked collection of scientifically important and even entertaining stories. In doing so we also present here substantial evidence that the existence and importance of evolutionary surprises extends beyond the natural world, and may indeed be a universal property of all complex evolving systems.
Emotional creativity (EC), which constitutes a main aspect of the general creativity concept, is often shown to be substantially related to positive emotional experiences, effective motivation, and innovation at the workplace as well as at school. However, little is known about the relationship between emotional creativity and the time people tend to spend playing video games. Nowadays, video games and virtual reality have become an important aspect of public health and psychological research. They constitute a key element of popular culture and generate considerable economic profit as part of the public entertainment industry. Our study is based on the results of an emotional creativity inventory (ECI) survey that was administered at a snowball and convenient sample of 453 respondents (aged 18-60 years, M ± SD: 23.68 ± 6.36; 66.40% women, 20.00% with higher education) from the Czech Republic who were questioned about their habits and the time they devote to playing video games. The sample country was selected as one with a long tradition of homebrew video gaming going back to the 1980s. We employed a set of multinomial regression analyses, which revealed that more time devoted to playing video games is associated with lower emotional creativity, in general, as well as with lower novelty, preparedness, and effectiveness components of emotional creativity. The negative association above was less pronounced for women than for men. Moreover, in a sample containing only women, a longer time devoted to playing video games was associated with the higher novelty component of emotional creativity (the associations with the other two components were not statistically significant for women only). Our findings might considerably contribute to the study of the general overall long-term effect of video games and the use of digital technologies in general on public health.
- MeSH
- dospělí MeSH
- emoce * MeSH
- kreativita * MeSH
- lidé středního věku MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- reprodukovatelnost výsledků MeSH
- videohry * MeSH
- Check Tag
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- Geografické názvy
- Česká republika MeSH
Tématem studie je analýza vztahu volnočasových aktivit a tvořivosti u populace českých adolescentů ve věku 13–15 let. Pražští respondenti (N=398, žáci osmých tříd a studenti prvního ročníku šestiletého gymnázia) vyplnili dva testy tvořivosti. Prvním z nich je Torranceho test Neúplných figur, určený k měření neverbální tvořivosti, druhým je originální test Opice, který měří verbální tvořivost na základě respondenty vytvořeného krátkého tematického příběhu. Výsledky verbálního i neverbálního testu tvořivosti byly vyhodnoceny ve vztahu k volnočasovým zájmům respondentů. Pomocí výpočtů explorační faktorové analýzy, analýzy variance (ANOVA) a Pearsonovým korelačním koeficientem byl zjištěn vztah mezi tvořivými volnočasovými aktivitami a figurálními i verbálními faktorovými skóry tvořivosti (r=0.149 a r=0.161; p<0.01). Mezi sociálními volnočasovými aktivitami a verbálním faktorovým skórem tvořivosti u gymnazistů byl nalezen pozitivní vztah (r=0.143). Nalezen byl také negativní vztah mezi pasivními volnočasovými zájmy a faktorem verbální tvořivosti (r=-0.101; p<0.05). Následně bylo zjištěno, že typ navštěvované školy vysvětluje téměř 12 % variance výkonu v neverbálním testu tvořivosti a pohlaví 2 %. Studenti gymnázií dosahovali signifikantně v obou testech tvořivosti vyšších výsledků než žáci základních škol, dívky dosahovaly signifikantně vyšších výsledků než chlapci.
The theme of the study is to analyze the relationship between leisure activities and creativity in the population of Czech adolescents aged 13–15 years. Prague respondents (N = 398, eighth grade pupils and first-year students of a six-year grammar school) completed two tests of creativity. The first one former was the Torrance Test of Incomplete Figures examining nonverbal creativity, the latter was the original Monkey test examining verbal creativity by writing a short story about a picture. The results of the verbal and nonverbal test of creativity were confronted with the leisure time activities of the respondents. In the case of creative activities and creativity tests, a relation was found by explorative factor analysis, analysis of variance (ANOVA), and Pearson ́s correlation coefficient. Furthermore, a positive relation was found between creative leisure time activities and the nonverbal factor and even in the case of verbal factor of creativity (r=0.149 and r=0.161; p<0.01). A positive relation was found between social leisure time activities and verbal factor of creativity among students of grammar school (r=0.143). A negative relation was also found between passive leisure time activities and verbal factor of creativity (r=-0.101; p<0.05). The type of school explained almost 12 % variance of measured creativity in the Torrance Test, gender explained 2 %. Students of grammar schools scored in both creativity tests significantly higher than primary school pupils. Further, gender differences were found in both creativity tests while girls scored significantly higher than boys.
- MeSH
- kreativita * MeSH
- lidé MeSH
- mladiství MeSH
- psychologické testy MeSH
- volnočasové aktivity MeSH
- Check Tag
- lidé MeSH
- mladiství MeSH
5-Methoxy-N,N-dimethyltryptamine (acronymized as 5-MeO-DMT) is sui generis among the numerous naturally occurring psychoactive substances due to its unparalleled ego-dissolving effects which can culminate in a state of nondual consciousness that is phenomenologically similar to transformative peak experiences described in various ancient contemplative traditions (e.g., Advaita Vedānta, Mahāyāna Buddhism, inter alia). The enigmatic molecule is endogenous to the human brain and has profound psychological effects which are hitherto only very poorly understood due to the absence of scientifically controlled human experimental trials. Its exact neuronal receptor binding profile is a matter of ongoing research; however, empirical evidence indicates that its remarkable psychoactivity is partially mediated via agonism of the 5-HT1A/2A (serotonin) receptor subtypes. Anthropological/ethnopharmacological evidence indicates that various cultures utilized 5-MeO-DMT containing plants for medicinal, psychological, and spiritual purposes for millennia. We propose that this naturally occurring serotonergic compound could be fruitfully utilized as a neurochemical research tool with the potential to significantly advance our understanding of the psychological and neuronal processes which underpin cognition and creativity (e.g., downregulation of the default mode network, increased global functional connectivity, neuroplasticity, σ1 receptor interactions, etc.). An eclectic interdisciplinary perspective is adopted, and we present converging evidence from a plurality of sources in support of our conjecture. Specifically, we argue that 5-MeO-DMT has significant neuropsychopharmacological potential due to its incommensurable capacity to completely disintegrate self-referential cognitive/neuronal processes (viz., ego death). The importance of unbiased systematic scientific research on naturally occurring endogenous psychoactive compounds is discussed from a Jamesian radical empiricism perspective, and potential scenarios of abuse are addressed, particularly in the context of neuroethics, cybernetic manipulation, and military research on torture.
V rámci tohoto výskumu bola pozornosť venovaná zisťovaniu rozdielov vo faktoroch verbálnej a neverbálnej tvorivosti, ktorými sú fluencia, flexibilita a elaborácia medzi čítajúcimi adolescentmi a ich rovesníkmi, ktorí sa tejto aktivite nevenujú, ako aj vplyvu čítania na verbálnu a neverbálnu tvorivosť. Výskumný súbor tvorilo 169 respondentov z druhého stupňa základných škôl, z čoho čitateľov bolo 63 (37,28 %). Chlapcov bolo 89 (52,66 %) a dievčat 80 (47,33 %). Vek respondentov sa pohyboval v rozmedzí 10 až 15 rokov (M= 13,08; SD= 0,82). Dáta boli zozbierané prostredníctvom Torranceho figurálneho testu tvorivého myslenia a upravených testov Guilforda a Torranceho určených na meranie verbálnej tvorivosti. Výsledky poukazujú na to, že medzi čítajúcimi a nečítajúcimi žiakmi sa nachádzajú signifikantné rozdiely vo faktoroch verbálnej a neverbálnej tvorivosti, pričom výnimku predstavuje len figurálna fluencia. Ďalšia analýza poukázala na to, že čítanie má významnejší vplyv na verbálnu tvorivosť v porovnaní s neverbálnou, na ktorú je vplyv minimálny.
The aim of this study was to investigate the existence of prospective differences in factors of verbal and figural creativity, like fluency, flexibility and elaboration, between pupils who read books in their free time and those who do not read. The next aim was to determine the extent of influence of reading in free time on verbal and figural creativity. Totally 169 pupils from elementary schools participated in this research. Number of those who read in their free time was 63 (37,28%). In the group there were totally 89 (52,66%) boys and 80 (47,33%) girls. Participants ranged in age from 10 to 15 years (M= 13,08; SD= 0,82). Data were collected with using Torrance Test of Creative Thinking – figural part and some adapted tasks from tests of verbal creativity from Guilford and Torrance. The results show that there are significant differences between readers and non-readers in verbal and figural creativity. Differences were also demonstrated in the most factors of creativity, the only exception was figural fluency. Further analysis of data showed more significant influence of reading on score in verbal than in figural creativity, where the influence is negligible.