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Browsing by Subject "Creativity"

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    Assessing creativity in design education: Analysis of creativity factors in the first-year design studio
    (Elsevier, 2012-05) Demirkan, H.; Afacan, Yasemin
    The aim of this study is to explore creativity in design education and identify the creativity assessment indicators in the first-year design studio. A measurement tool of 41 items that consists of the artifact creativity, design elements and assembly of design elements were utilised for the assessment of 210 artifacts. Results oldie exploratory and confirmatory factor analysis indicated three main design creativity factors. The primary factor consists of the novelty and affective characteristics of artifact that are associated with its shape. The second factor has the elaboration characteristics that are integrated with its geometric and figure-ground relations and harmony of design elements. The third factor consists of rhythm, repetition, unity, order and number of design elements. (c) 2011 Elsevier Ltd. All rights reserved.
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    CAS reflection implementation at six international baccalaureate diploma programme schools in Turkey
    (2015) Perry, Stirling
    The Creativity, Action, Service (CAS) program is a required experiential learning element of the International Baccalaureate (IB) Diploma Programme (DP) curriculum. As a means of connecting their experiences with learning, students are required to reflect on their CAS activities. If reflection is not implemented effectively, then students are less likely to internalize the lessons they learn from their experiences. This study examined the ways in which CAS program reflection was implemented at six IBDP schools in Turkey. With a research colleague, I visited the six schools, gathering data from interviews with students, teachers, and administrators, as well as collecting a number of documents related to their CAS programs. According to other research, effective reflection should be implemented using a variety of methods, should occur before, during, and after an experience, and should involve regular feedback from advisors/teachers. The results of my research show that most schools rely primarily on simplistic forms, which do not encourage much authentic reflection, such as periodic essays or verbal interactions between advisors/teachers and students, which can be effective if done correctly. Some aspects of reflection implementation at many schools do not align with the recommendations of prior research. As such, I have made certain prescriptions as to how reflection should be implemented, based on my own and others’ research. Key words: creativity, action, service, CAS, International Baccalaureate, IB, Diploma Programme, DP, reflection, implementation, Turkey, school, experiential learning.
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    Collaborative digital environments to enhance the creativity of designers
    (Elsevier, 2015-01) Karakaya, A. F.; Demirkan H.
    This study explores the interaction of the essential components of creativity and collaboration in a digital environment in the design process. The framework is based on Amabile’s componential theory of creativity, which is composed of three intra-individual components of creativity and the social environment. The digital environment as the social component of creativity provides the technical infrastructure for the analysis of data related to creativity and collaboration. Protocol coding method is used for the analysis of the qualitative and quantitative data stored in The Modular Object Oriented Developmental Learning Environment (MOODLE) forum posts that were formed by the comments or critiques given during the collaboration process by the team members, instructors or jury members. Findings indicate that the social environment component named as the reactivity to proposals is closely related to idea generation as the creative relevant process component and group interaction as the task motivation component. Furthermore, it is found that the number of sketches and design ideas produced through critiques are the main design issues that enhance creativity in collaborative digital environments.
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    Collaborative environments to enhance creativity of design students : use of collaborative creativity support tools
    (2011) Karakaya, Ahmet Fatih
    Collaboration and creativity are integral parts of design education process. Tools to support collaborative design process, as well as tools to support creativity in the process now being used together in design education. Therefore in this study, the Collaborative Creativity Support Tool (CCST) is proposed and applied to the design process that is conducted both synchronously and asynchronously. CCST is composed of design students, knowledge domain and design field. MOODLE learning environment is utilized for collaboration and enhancing creativity processes in knowledge domain, and Google SketchUp 3D modeling tool is used in the design field. Data collection is composed of observations during and after the study, surveys, correspondence logs, 3D models, interviews and statistics that were obtained by MOODLE forum logs. To evaluate effectiveness of CCST, segment analysis over demographic data, communication frequencies, communication codes, indicators of creativity, analysis of creativity in design education is used. Findings of the empirical research indicate that CCST supported design students in both collaborative and creative processes.
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    A comparative study on the role of analogical reasoning in sustainable problem solving
    (2017-06) Tigrel, Alara
    Analogy is the name given to the process of receiving knowledge from a learned and an experienced concept and using the acquired knowledge in a new concept. Analogical reasoning is a concept, which is commonly used in design education and problem solving. Analogical reasoning can be used as an help in the process of problem solving. Sustainability is a concept, which can be interpreted differently according to the field of use. The concept of sustainability should be an essential part of design education and combined with its entire curriculum. In the scope of this knowledge, this thesis aims to find out whether the use of analogical reasoning in the sustainable problem solving process improves the overall solution and simplifies the process or not.
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    Designing an expressive arts-based curriculum guide for International Baccalaureate Diploma Programme students: a validation study
    (2022-06) Yılmaz, Edanur Akyüz
    In this study, the researcher employed instructional design principles to create and evaluate a curriculum guide aimed at helping International Baccalaureate Diploma Programme (IBDP) students enhance certain components of emotional intelligence (EI), namely self-awareness and social skills. Regarding the purpose of the study, the researcher developed a guide by incorporating a technic called expressive arts therapy (EXA); it is a professional discipline that capitalizes on different art tools to support the social and emotional well-being of human beings. In this sense, this guide is created to help educators integrate EXA activities into the Creativity, Activity and Service (CAS) programme. To validate the guide, a questionnaire including Likert scales and open-ended items was administered to selected experts from three different areas. The results of the data analysis were used to revise and improve the quality of the guide. The research findings confirmed that the experts agreed that an EXA-based guide has the potential to support these selected components of EI of IBDP students within the scope of CAS.
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    Educating the mindful design practitioner
    (Elsevier, 2021-05-06) Altay, Burçak; Porter, N.
    Mindfulness applications are increasing exponentially across many disciplines. However, mindfulness theory and practice within design pedagogy is relatively scarce. What are the operational concepts and applications of mindfulness for acquiring design skills and ethical awareness? We explore these questions through a theoretical framework and two university-based studies where design students engaged in various mindfulness activities. Results show that meditation practices (formal mindfulness) and adopting a mindful approach to design tasks (informal mindfulness) can facilitate exploratory and creative thinking, increase sensory and spatial awareness, ‘free up’ one’s inner critic, and expand students’ empathetic horizons. These outcomes suggest mindfulness training is fruitful for the holistic development of students, supporting them to be truly reflective practitioners who creatively attend to the wellbeing of others and themselves.
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    Effects of cognitive styles on 2D drafting and design performance in digital media
    (Springer Netherlands, 2010) Pektas, S.T.
    This paper investigates the interactions between design students' cognitive styles, as measured by Riding's Cognitive Styles Analysis, and performance in 2D drafting and design tasks in digital media. An empirical research revealed that Imager students outperformed Verbalisers in both drafting and creativity scores. Wholist-Analytic cognitive style dimension was found to be independent from drafting and design performance. The study suggests that examining the cognitive styles of students in Computer Aided Design (CAD) education deserves further attention and may facilitate for improvements in learning processes. © 2008 Springer Science+Business Media B.V.
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    The effects of the design and organization of learning environments on creativity : the case of two sixth grade art-rooms
    (2000-05) Hasırcı, Deniz
    This study analyzes the effects of the design and organization of learning evironments on creativity. Two types of organization -flexibility and grouping- inside the learning environment are influential on students' creativity, and this study aims to find which organization has more impact and in what ways. Furthermore, it dwells upon the physical characteristics that provoke students' interest and motivation, and that provide the ground for creativity to flourish on, in a learning environment. The four elements of creativity -the person, process, product, and environment- come together to clearly and completely define creativity; these four elements form the structure of the research. Two sixth grade art rooms have been chosen as the setting. one organized according to the idea of flexibility, and the other on grouping. Art rooms have been chosen because creativity can be more readily observed in art compared to other fields, and this age group has been chosen as children in this age group are at the peak point of creativity. After this age, creativity either stays at the same level or starts to diminish with the effects of social rules and regulations; thus results would be more informative. Questionnaires for the students and teachers; observations of each child, her/his creative process, product, and the characteristics of the art-room; and a 1/20 model of the desired art-room made by each student, were assessed in order to be able to form a complete picture of creativity in each art room. The main objective of the research was to obtain results that would define which characteristics -physical and social- enhance creativity in a learning environment. These characteristics are analyzed, the two schools are compared, and further research is proposed according to the findings.
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    An evolutionary basic design tool
    (2010) Akbulut, Dilek
    As a creative act, design aims at achieving innovative solutions to fulfill the requirements provided in the problem definition. In recent years, computational methods began to be used not only in design presentation but also in solution generation. The study proposes a design methodology for a particular basic design problem on the concept of emphasis. The developed methodology generates solution alternatives by carrying out genetic operations used in evolutionary design. The generated alternatives are evaluated by an objective function comprising an artificial neural network. The creative potential of the methodology is appraised by comparing the outputs of test runs with the student works for the same design task. In doing so, three different groups of students with diverse backgrounds are used.
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    The influence of virtual reality on design process creativity in basic design education
    (2019-09) Obeid, Samah
    Creativity is an integral part of a design process. Recently, creativity supporting tools become very common in research. This study examines the influence of immersive and non-immersive virtual design environments on design process creativity in the first year basic design studio, through observing factors related to creativity as the flow state and motivation. Consequently, an experiment was conducted to investigate the relationships between spatial ability, flow state and motivation in immersive and non-immersive virtual design environments. Forty-two first year undergraduate basic design students joined the experiment. The data analysis demonstrated that the immersive virtual design environment facilitates participants’ design process creativity. Also, the findings indicated a positive weak correlation between spatial ability and flow state, and a positive strong correlation between motivation and flow state. Study results contributed to a greater understanding of implementing immersive virtual reality as a creativity supporting tool.
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    The influence of virtual reality on design process creativity in basic design studios
    (Taylor&Francis, 2020) Obeid, Samah; Demirkan, Halime
    With the recent advancements in digital technologies, the design studios are transformed to virtual environments that offer both to design students and instructors a broader perspective in understanding the design process. As an integral part of design process, the supporting virtual tools enhance creativity in basic design studios. This study examines the influence of immersive and non-immersive virtual design environments on design process creativity in the first year basic design studio, through observing the factors related to creativity as the flow state and motivation. Consequently, an experiment is conducted to investigate the relationships between spatial ability, flow state and motivation in immersive and non-immersive virtual design environments. Forty-two first-year undergraduate basic design students participated in the experiment. The data analysis demonstrated that the immersive virtual design environment facilitates participants’ design process creativity more than the non-immersive one. Also, the findings indicated a positive strong correlation between motivations and flow state and a positive weak correlation between spatial ability and flow state. Study results contributed to a greater understanding of implementing immersive virtual reality as a creativity supporting tool.
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    Mai ve Siyah romanının melankoli izleği ve yaratıcılık bağlamında incelemesi
    (2020-12) Ermez, Uğur
    Bu çalışma, Halit Ziya Uşaklıgil’in kaleme aldığı, Türkiye Edebiyatı’nda ilk modern roman olarak sınıflandırılan Mai ve Siyah’ı melankoli, yaratıcılık ve kötülük kavramları açısından incelemeyi hedefler. Melankoli bahsinde, Mai ve Siyah’ta yer alan melankolik unsurlar ve semboller ele alınacaktır. Burada Julia Kristeva’nın Narsisistik Melankoli kavramı teorik alt yapıyı oluşturacaktır. Yaratıcılık bahsinde, Mai ve Siyah’ı kendinden önceki romanlardan ayıran unsurlar incelenecektir. Mai ve Siyah’ın Türkiye romanına dil, biçim ve içerik açısından getirdiği yenilikler geleneksel yaratıcılık ve modern yaratıcılık arasındaki farklara ve metinlerarasılığa değinilerek melankoli bağlamında ortaya konacaktır. Kristeva’nın, narsisistik melankoli ve yaratıcılık arasında kurduğu bağlantı teorik çerçeveyi oluşturacaktır. Kötülük bahsinde ise Kristeva’nın abject kavramsallaştırmasının sağlayacağı teorik arka planla beraber romandaki kötü karakterler yakın okuma tekniği kullanılarak incelenecek, kötü karakterlerin Türkiye romanında kötülüğe getirdiği yeni soluk ortaya konmaya çalışılacaktır.
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    "Nedim Gürsel'in ''Bir Avuç Dünya"sıyla dünya cennetlerine yolculuk"
    (Ürün Yayınları, 2004) İnal, Tanju
    The travel narratives of Nedim Gürsel, a Turkish writer who spends his life in Paris and Istanbul transports us to different cities of the world mostly known as "terrestrial paradises" or "lost paradises". Although Gürsel is preoccupied with a burning desire to flee to other spaces, from his writing about travel emerges a strong feeling of solitude and strangeness that makes hirn experience the woes of escaping frorn his condition. Nevertheless a furtive glance over the city and its nonurgent fumishes him with the key to an emotional metamorphosis that does not cease to awaken in him various reminiscences and literary memories linked to authors who had written about these cities. Thus the various geographical journeys of Nedim Gürsel come off as a literary exploration and an intellectual voyage through thought rather than by a displacement in space.
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    Transformational leadership, creativity, and organizational innovation
    (Elsevier, 2009) Gumusluoglu, L.; Ilsev, A.
    This study proposes a model of the impact of transformational leadership both on followers' creativity at the individual level and on innovation at the organizational level. The model is tested on 163 R&D personnel and managers at 43 micro- and small-sized Turkish software development companies. The results suggest that transformational leadership has important effects on creativity at both the individual and organizational levels. At the individual level, the results of hierarchical linear modeling show that there is a positive relationship between transformational leadership and employees' creativity. In addition, transformational leadership influences employees' creativity through psychological empowerment. At the organizational level, the results of regression analysis reveal that transformational leadership positively associates with organizational innovation, which is measured with a market-oriented criterion developed specifically for developing countries and newly developing industries. The implications of the findings along with some potential practical applications are discussed.
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    Understanding the effects of cognition in creative decision-making : a creativity model for enhancing the design studio process
    (2005) Hasırcı, Deniz
    The demand for creativity is a significant concern in all educational environments, especially in institutions of design. Considering this, the study aspires to improve creativity in the design studio. Based on the theories and research addressing creativity in the design field, creative decision-making, and cognitive processes during creative activity, this study analyzes the creative process of design in depth by investigating the characteristics of the decisions made through the stages of the process, and means of supporting those decisions for the main purpose of enhancing academic and professional creativity. The study establishes its basic framework by combining two different models: ‘4P’s’ of creativity by Rhodes and the ‘Five Stages of the Sensational Thinking Model’ of O’Neill and Shallross (5R’s), and makes use of the methods of protocol analysis, observation, product assessment, and retrospective interviews. Implemented in the third year design studio in the Interior Architecture and Environmental Design Department, Bilkent University in Turkey, the study yielded significant results on preferred imagery and representation styles and quantity, time spent at different stages of the process, underdeveloped skills, behavior, in addition to student-student and student-instructor relations, and associations between creative processes and products. Moreover, constructive interaction between students was observed to be helpful in developing their ideas, and students who have used more imagery were detected as more creative. A model was proposed to understand the creative process and test the hypotheses, refined according to the study, and presented in a way to be readily utilized or adapted to various situations.

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