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Abstract

In this chapter we provide a new definition of creativity and the creative process, and then utilize this definition to develop a rubric to evaluate creative output. First, we argue that creative products (be they artifacts or ideas) are not just new or interesting; they are also useful, and they have a certain aesthetic sensibility which is connected to and evaluated within specific contexts—the whole! Thus, creative artifacts are Novel, Effective, and Whole (NEW). We then utilize this NEW definition to describe the construction of a contextual, flexible rubric for evaluating creative products and provide examples of how it has been used to evaluate open-ended creative projects in an online course. We believe that this rubric can be of great use to educators as they seek to engage their students in creative, open-ended, projects and assignments.

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This chapter is edited and derived from the following article, which originally appeared in the journal TechTrends (with permission from the publisher and editor). With thanks and credit to the Deep-Play Research Group and authors as noted:

Mishra, P., Henriksen, D., & The Deep-Play Research Group (2013). A NEW approach to defining and measuring creativity. TechTrends 57(5), 5–13.

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Mishra, P., Henriksen, D. (2018). A NEW Definition of Creativity. In: Creativity, Technology & Education: Exploring their Convergence. SpringerBriefs in Educational Communications and Technology. Springer, Cham. https://doi.org/10.1007/978-3-319-70275-9_3

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  • DOI: https://doi.org/10.1007/978-3-319-70275-9_3

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-70274-2

  • Online ISBN: 978-3-319-70275-9

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