HOW TO ENCOURAGE DEVELOPMENT OF CREATIVITY? 1/7
EVERY CHILD IS AN ARTIST,
THE PROBLEM IS STAYING AN ARTIST WHEN YOU GROW UP.
– PABLO PICASSO –
Creativity is the ability to create something new. The word creativity comes from the word “crear,” which means to create. Knowing the facts (blue balls) is not creativity, it is memory. The red ball is not creativity, it is the result of creativity, the red line is creativity.
Creativity is an important ability by which Kruno differs from the rest of the world, i.e. it is an important reason why he addresses the seemingly same situations he faces in a different way.
Repeating what is already known is a feature of machines. If we store the data (blue balls) in the computer and order an operation to get the red ball, the machine will automatically repeat the red ball every time we type in blue, as many times as we want it. By endless repetition of the same operation while insisting on the same outcome, what we accomplish is that Kruno gets the same results every time when a certain situation occurs, and this becomes a part of his character.
This process is called automation. In different situations in a game, one child does something, another does something else, and by that, we differentiate them. In case of automation these differences cease, thus the difference between the children disappears, we delete their essence, we delete what makes them who they are.
The results in the younger age groups will prove us right if we precisely carry out the automation process, because if we cease at Kruno the process of independently finding the best solution in the game, we will shorten the time of decision-making and thus increase his efficiency and speed of play.
Children’s handball is usually simple. Most commonly it is defined by a number of mistakes and rarely by solving surprising technical and tactical tasks, so it is possible that we fail to see the development of creativity as an important factor in winning. After a superficial observation, we can easily conclude that the key factor in achieving success is reducing the number of errors, and this will happen if we automate the game, both in defence and offence.
Although it may seem to us that the best solution to the situation of the two blue balls is red, it is not fair to program Kruno in this way because we do not know if what we see as the best is the best for him.
We do not know in advance whether Kruno is capable of implementing that solution at all, we do not know if he has a better idea than we do and if there is any other, much better solution for him. And the worst: we block Kruno in assessing the situation and solving the solution independently, i.e. we prevent the development of his abilities.
By continuous practice of the automated problem solving of the two blue balls, Kruno can be lead to a paradoxical situation in which he becomes more and more successful in solving one problem and more and more incapacitated to assess whether the balls are blue, light blue or dark blue, i.e. if a better solution is a light red, red or maybe dark red ball.
BY DECIDING INSTEAD OF HIM,
WE ARE DISCOURAGING HIM FROM MAKING HIS OWN DECISIONS.
By encouraging creativity development we are enabling Kruno to get red, green, blue or some other balls when two blue balls appear. By allowing him to freely choose and assess the results by what he considers as more successful and more acceptable, we allow him eventually to choose quickly and efficiently among the different colours in that situation.
This presents a surprise for which the rival cannot be prepared easily because he does not know in advance what he would do in a game.