¿Se puede fomentar el orden desde la creatividad? Estudio de casoaplicación Dr. Panda Casa
- 1 Universidad Complutense de Madrid, España
ISSN: 1578-214X, 1887-7370
Year of publication: 2020
Issue Title: Escuelas creativas
Issue: 32
Pages: 78-102
Type: Article
More publications in: Creatividad y sociedad: revista de la Asociación para la Creatividad
Abstract
One way to promote order to children aged 2 to 4 years is through new entertainment formats, specifically through the application Dr. Panda Casa. This multichannel generation learns, is distracted and entertained in a hyperconnected way because its lifestyle has developed that way. The objective of this article is to analyze if, through this application, order is promoted from a creative perspective. It is interesting to know if this game is capable of facilitating the adoption of routines affecting creativity. Providing a varied number of ideas and stimulating an original and ingenious plan to order will allow children to be less structured and schematic, be able to generate new points of view and find different solutions to achieve a goal. To demonstrate if this application fosters order from creativity, a descriptive research was carried out analyzing five of Guilford’s (1977) creativity factors: fluidity, flexibility, originality, elaboration and internal coherence by evaluating three of the main activities of the app.