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Article
Publication date: 8 November 2019

Le Cong Thuan and Bui Thi Thanh

The purpose of this paper is to investigate mediating mechanisms linking leaders’ developmental feedback with employee creativity and the moderating role of intrinsic motivation…

Abstract

Purpose

The purpose of this paper is to investigate mediating mechanisms linking leaders’ developmental feedback with employee creativity and the moderating role of intrinsic motivation in the effects of employees’ skills on employee creativity.

Design/methodology/approach

Using data collected from 326 employees at information technology organizations in Vietnam, this study tested the hypotheses by using structural equation modeling.

Findings

The results show that leaders’ developmental feedback has a positive indirect relationship with employee creativity via creativity-relevant skills, domain-relevant skills and intrinsic motivation. There are no significant differences in the effects of developmental feedback on employee creativity through proposed mediators. Further, intrinsic motivation positively moderates the impact of domain-relevant skills on employee creativity. However, intrinsic motivation does not moderate the effect of creativity-relevant skills on employee creativity.

Originality/value

This research is one of the first efforts to investigate intrinsic motivation as a motivational mechanism as well as creativity-relevant skills and domain-relevant skills as cognitive mechanisms for understanding the relationship between leaders’ developmental feedback and employee creativity. This research also examines how intrinsic motivation moderates the effects of employees’ skills on employee creativity.

Details

Journal of Workplace Learning, vol. 32 no. 2
Type: Research Article
ISSN: 1366-5626

Keywords

Article
Publication date: 2 July 2020

Le Cong Thuan

The purpose of this study is to focus on exploring how supervisors with high creativity-relevant skills stimulate their subordinate creativity through subordinate creativity

Abstract

Purpose

The purpose of this study is to focus on exploring how supervisors with high creativity-relevant skills stimulate their subordinate creativity through subordinate creativity-relevant skills and creative role identity.

Design/methodology/approach

This study analyzed the data gathered from 381 employees working in information technology (IT) organizations in Southern Vietnam using structural equation modeling (SEM).

Findings

The results indicate that supervisor creativity-relevant skills did not directly influence subordinate creativity. However, subordinate creativity-relevant skills and creative role identity fully mediated this association.

Practical implications

First, when staffing supervisory positions, organizations should consider individuals with a high level of creativity-relevant skills. Second, organizations should encourage supervisors to participate in training programs to develop knowledge and skills, in particular, creativity-relevant skills. Third, organizations should design a work environment that gives employees a substantial amount of time to interact with supervisors who have a high level of creativity-relevant skills. Finally, organizations should give supervisors opportunities for sharing their creativity-relevant skills with their subordinates.

Originality/value

This research is one of the first efforts to investigate the crucial role of supervisor creativity-relevant skills in enhancing subordinate creativity. Moreover, this research seeks to examine subordinate creativity-relevant skills and creative role identity as mediating mechanisms linking supervisor creativity-relevant skills with subordinates' creative performance.

Details

Evidence-based HRM: a Global Forum for Empirical Scholarship, vol. 8 no. 3
Type: Research Article
ISSN: 2049-3983

Keywords

Open Access
Article
Publication date: 22 November 2019

Xanthippi Tsortanidou, Thanasis Daradoumis and Elena Barberá

This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology…

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Abstract

Purpose

This paper aims to present a novel pedagogical model that aims at bridging creativity with computational thinking (CT) and new media literacy skills at low-technology, information-rich learning environments. As creativity, problem solving and collaboration are among the targeted skills in twenty-first century, this model promotes the acquisition of these skills towards a holistic development of students in primary and secondary school settings. In this direction, teaching students to think like a computer scientist, an economist, a physicist or an artist can be achieved through CT practices, as well as media arts practices. The interface between these practices is imagination, a fundamental concept in the model. Imaginative teaching methods, computer science unplugged approach and low-technology prototyping method are used to develop creativity, CT, collaboration and new media literacy skills in students. Furthermore, cognitive, emotional, physical and social abilities are fostered. Principles and guidelines for the implementation of the model in classrooms are provided by following the design thinking process as a methodological tool, and a real example implemented in a primary school classroom is described. The added value of this paper is that it proposes a pedagogical model that can serve as a pool of pedagogical approaches implemented in various disciplines and grades, as CT curriculum frameworks for K-6 are still in their infancy. Further research is needed to define the point at which unplugged approach should be replaced or even combined with plugged-in approach and how this proposed model can be enriched.

Design/methodology/approach

This paper presents a pedagogical model that aims at bridging creativity with CT, collaboration and new media literacy skills.

Findings

The proposed model follows a pedagogy-driven approach rather a technology-driven one as the authors suggest its implementation in low-tech, information-rich learning environments without computers. The added value of this paper is that it proposes a novel pedagogical model that can serve as a pool of pedagogical approaches and as a framework implemented in various disciplines and grades. A CT curriculum framework for K-6 is an area of research that is still in its infancy (Angeli et al., 2016), so this model is intended to provide a holistic perspective over this area by focusing how to approach the convergence among CT, collaboration and creativity skills in practice rather than what to teach. Based on literature, the authors explained how multiple moments impact on CT, creativity and collaboration development and presented the linkages among them. Successful implementation of CT requires not only computer science and mathematics but also imaginative capacities involving innovation and curiosity (The College Board, 2012). It is necessary to understand the CT implications for teaching and learning beyond the traditional applications on computer science and mathematics (Kotsopoulos et al., 2017) and start paying more attention to CT implications on social sciences and non-cognitive skills. Though the presented example (case study) seems to exploit the proposed multiple moments model at optimal level, empirical evidence is needed to show its practical applicability in a variety of contexts and not only in primary school settings. Future studies can extend, enrich or even alter some of its elements through experimental applications on how all these macro/micromoments work in practice in terms of easiness in implementation, flexibility, social orientation and skills improvement.

Originality/value

The added value of this paper is that it joins learning theories, pedagogical methods and necessary skills acquisition in an integrated manner by proposing a pedagogical model that can orient activities and educational scenarios by giving principles and guidelines for teaching practice.

Details

Information and Learning Sciences, vol. 120 no. 11/12
Type: Research Article
ISSN: 2398-5348

Keywords

Article
Publication date: 30 April 2024

Cong Thuan Le and Thi Kim Lan Phan

The principal objective of this current research is to explore and test an underlying mechanism to solve the inconsistent relationship between supervisors’ developmental feedback…

Abstract

Purpose

The principal objective of this current research is to explore and test an underlying mechanism to solve the inconsistent relationship between supervisors’ developmental feedback and employee creativity. This study also tests the moderating role of absorptive capacity in fully understanding the relationship between two constructs.

Design/methodology/approach

A time-lagged survey was utilized to collect data from 317 employees working at information technology (IT) organizations in Vietnam. This research conducted a hierarchical regression analysis to examine the hypotheses.

Findings

This research found that employees’ operational skills fully mediated the link between supervisors’ developmental feedback and employees’ creative performance. Moreover, absorptive capacity positively moderated the relationship between supervisors’ developmental feedback and employees’ operational skills as well as the relationship between employees’ operational skills and employee creativity.

Originality/value

This research is one of the first papers to discuss the mediating role of employees’ operational skills in associating supervisors’ developmental feedback with employee creativity in response to the calls of previous studies. To fully comprehend the indirect impact of supervisors' developmental feedback on workers' creative performance, this research also examines the moderating influence of absorptive capacity at the individual level.

Details

Evidence-based HRM: a Global Forum for Empirical Scholarship, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 2049-3983

Keywords

Article
Publication date: 7 April 2022

Maryam Emami, Sajad Rezaei, Naser Valaei and John Gardener

The objective of this study is to examine the structural relationship between creativity-relevant processes, domain-relevant skills, intrinsic task motivation, creativity and the…

Abstract

Purpose

The objective of this study is to examine the structural relationship between creativity-relevant processes, domain-relevant skills, intrinsic task motivation, creativity and the moderating effect of social environment (sufficient resources, workgroup support, realistic work pressure and lack of organizational impediments).

Design/methodology/approach

A total of 289 valid questionnaires were collected from engineering students in Malaysian universities to test the measurement as well as the structural model using partial least squares (PLS) path modelling.

Findings

This study reveals that while a high level of domain-relevant skills, intrinsic task motivation and creativity-relevant processes influence creativity among the sample of engineering students, social environment acts as an insignificant moderator to the creativity perception. While the statistical results support the structural relationships (direct effects), the social environment shows the insignificant moderating effect (except creativity relevant process to sufficient resource to creativity). Work-group support, sufficient resources and lack of organizational impediments, as the three factors of the social environment, will not have any effect on creativity of upcoming engineers.

Originality/value

While businesses in the emerging markets mostly neglect the concept of developing creative mindsets among engineering students, in the competitive world of business that is extremely fast-paced, being creative within a business setting will act as a paramount criterion to differentiate. Practical and theoretical implications are discussed.

Details

Asia-Pacific Journal of Business Administration, vol. 15 no. 1
Type: Research Article
ISSN: 1757-4323

Keywords

Article
Publication date: 30 June 2023

Haleema Saadia and Muhammad Asif Naveed

This research examined the effects of information literacy on lifelong learning, creativity, and work performance among journalists in Pakistan.

Abstract

Purpose

This research examined the effects of information literacy on lifelong learning, creativity, and work performance among journalists in Pakistan.

Design/methodology/approach

Survey research design was applied to conduct this research. The participants were recruited through a stratified convenient sampling process from the press clubs of four provinces (e.g. Punjab, Sindh, Khyber Pakhtunkhwa, and Baluchistan) and the federal capital Islamabad with the consent of relevant authorities for data collection. An online questionnaire was distributed among these journalists and a total of 1,089 responses were received. The data were analyzed by applying descriptive and inferential statistics in SPSS.

Findings

The results revealed that these journalists perceived themselves as information literate. The information literacy (IL) skills of journalists appeared to have a direct and positive effect on their lifelong learning, creativity, and work performance. In other words, the lifelong learning, creativity, and work performance of journalists increase as their levels of IL skills increase.

Practical implications

These results generated useful insights for academicians and organizations about the importance of IL in the workplace and its influence on organizational effectiveness and performance in gaining a sustainable competitive advantage. This knowledge might be crucial for media employers to initiate training programs for journalists to impart IL education.

Originality/value

This research would be a worthwhile contribution to the existing research on workplace IL, particularly in the context of journalists' workplace as no such comprehensive study using these variables appeared so far.

Peer review

The peer review history for this article is available at: https://publons.com/publon/10.1108/OIR-06-2022-0345.

Details

Online Information Review, vol. 48 no. 2
Type: Research Article
ISSN: 1468-4527

Keywords

Article
Publication date: 11 January 2019

Mercedes Mareque, Elena de Prada Creo and Maria Beatriz Gonzalez-Sanchez

The purpose of this paper is to gain insight into the way leisure activities and soft skills relate to creativity in higher education. It determines which activities have a…

Abstract

Purpose

The purpose of this paper is to gain insight into the way leisure activities and soft skills relate to creativity in higher education. It determines which activities have a positive impact on the student body’s overall education. Previous research evidences the relationship between specific leisure activities and creativity performance in several scenarios. Our work applies a broad range of these leisure activities to find results within our own specific student population.

Design/methodology/approach

The methodology is based on a survey of 303 Spanish students in Business Administration and Tourism. The study uses two instruments to measure the creativity of students, the Runco Ideational Behavior Scale (RIBS) and a three-dimensional construct that measures divergent thinking (originality, fluency and flexibility).

Findings

The results reveal that the average for creativity is higher for those students participating in some of the activities proposed. A positive correlation was also observed between the number of leisure activities and the creativity measures analysed. This confirms that students participating in more leisure activities display higher levels of creativity. Finally, the results display that the vast majority of students are involved in some type of activity, but two of the interpersonal skills that companies appreciate the most (reading and writing) are performed by very few students. This is especially the case of writing.

Originality/value

This study contributes to the pedagogical strategies that can be used in universities to motivate practising leisure activities as a mean of fostering creativity. It is important to note that the involvement of students in leisure activities can benefit from their integration into the labour market.

Details

Education + Training, vol. 61 no. 1
Type: Research Article
ISSN: 0040-0912

Keywords

Article
Publication date: 25 June 2024

Lijia Fan and Lei Sun

Prioritization of technological skills in China has led to scarce resources for art education. In this study, we tested whether personality traits were associated with creative…

Abstract

Purpose

Prioritization of technological skills in China has led to scarce resources for art education. In this study, we tested whether personality traits were associated with creative learning and creative thinking skills, and whether these aspects of creativity were linked with academic achievement. We considered self-efficacy and 21st-century skills as mediating and moderating factors.

Design/methodology/approach

498 art school coaches were recruited from 12 Chinese universities. Coaches reported on their students’ Big Five personality traits, creative thinking skills, creative learning and self-efficacy, 21st-century skills and academic achievement. Data were analyzed with partial least squares structural equation modeling.

Findings

High openness, low conscientiousness, high extraversion and high agreeableness were associated with creative thinking skills, while high openness, low conscientiousness, high agreeableness and low neuroticism were associated with creative learning. Creative thinking and learning skills were both positively associated with academic achievement. Self-efficacy partially mediated the association between creative thinking skills and academic achievement. No moderation effects were identified.

Originality/value

Findings imply that art education would benefit from deeper consideration of individual differences and the promotion of learning environments conducive to creativity.

Details

Kybernetes, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0368-492X

Keywords

Article
Publication date: 10 April 2017

Li-Chun Huang and Wen-Lung Shiau

The purpose of this paper is to elucidate the factors influencing creativity in information system development (ISD). Specifically, this paper compares two groups, students and…

1949

Abstract

Purpose

The purpose of this paper is to elucidate the factors influencing creativity in information system development (ISD). Specifically, this paper compares two groups, students and practitioners, in order to identify salient factors influencing creativity in this field.

Design/methodology/approach

An empirical study was conducted through two online surveys in Taiwan. The subjects were university students (n=220) and practitioners (n=187) who had ISD project experiences. Data were collected via an online survey and analyzed using partial least squares (PLS) structural equation modeling. The authors present state-of-the-art PLS path modeling, including heterotrait-monotrait, standardized root mean square residual, second-order identification, and partial least squares multigroup analysis (PLS-MGA).

Findings

Both the student and practitioner results showed that the most salient factor influencing creative behavior was use of creativity technologies. In addition, cognitive style, recognition, and database programming had a significant positive effect on creative behavior for the students but not for the practitioners. The PLS-MGA results indicated that differences in creative behavior between the students and practitioners need to be considered.

Research limitations/implications

There are two main limitations. The first one is its design. This study was cross-sectional and there is a likelihood of common source bias due to self-reported data. In the future, researchers can use brain-imaging tools (e.g. functional magnetic resonance imaging (fMRI)) or eye tracking measurement to reduce self-reporting bias in creative behavior research. The second limitation is related to the sample. The subjects were university students and practitioners who had ISD project experiences; however, the heterogeneity of the investigated individuals (e.g. background, ability or experience) in university or industry may limit the power and generalizability of this study. Future studies may take same samples into consideration.

Originality/value

No previous study has investigated factors influencing the creativity of information system (IS) students and practitioners by using a decomposed and second-order research model. Thus, this paper, based on Amabile’s creativity theory, attempts to elucidate the factors influencing IS students’ and practitioners’ creativity.

Details

Industrial Management & Data Systems, vol. 117 no. 3
Type: Research Article
ISSN: 0263-5577

Keywords

Open Access
Article
Publication date: 28 April 2020

Maria Rowena D.R. Raymundo

Higher education institutions (HEIs) frequently overlook the importance of encouraging creative thinking in students. A review of the prevailing practices in a fully online…

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Abstract

Purpose

Higher education institutions (HEIs) frequently overlook the importance of encouraging creative thinking in students. A review of the prevailing practices in a fully online tertiary distance education (DE) institution revealed a lack of learning activities that foster creativity. The study aims to find out whether the creative collaborative group project is a feasible, effective and acceptable learning activity for fostering creativity in students of a fully online graduate-level DE course.

Design/methodology/approach

Seven groups of five to six graduate students each had five weeks to conceptualize, prepare and deliver a creative collaborative group project on lifelong learning using key concepts learned from the course.

Findings

All groups submitted well-crafted creative projects within the given time frame. Reflections on their experience positively correlated with known outcomes associated with creative skills. Students valued the experience and had a better understanding of the concepts. These support the feasibility, effectiveness and acceptability of the project for fostering creativity in a fully online DE institution.

Research limitations/implications

The feasibility, effectiveness and acceptability may vary in different contexts; future iterations in the same and/or other courses are recommended.

Practical implications

The creative collaborative group project is a feasible, effective and acceptable strategy for fostering creativity in online distance education.

Social implications

Creativity can be enhanced through appropriate online collaborative learning activities.

Originality/value

The study adds to the body of literature on the use of creative collaborative group projects to foster creativity in HEIs.

Details

Asian Association of Open Universities Journal, vol. 15 no. 1
Type: Research Article
ISSN: 1858-3431

Keywords

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