Creativity E-Modules in Education
The project commenced on 1 September 2015.
The project concluded on 1 September 2018.
UM academics involved in this project are Professor Sandra Dingli and Ms Shirley Pulis Xerxen.
Project coordinators: University of Aalborg, Aalborg, Denmark.
Once the e-module is developed, will be made available for use across European educational institutions. It will be designed to fit into any standard curriculum to complement the regular education framework.
The first kick off meeting and a workshop was held at the University of Malta from 11 - 16 October 2015
CREMO project partners at the University of Malta for the kick-off meeting.
The second meeting was held at the University of Aalborg, Denmark from 30 May to 2 June 2016.The third meeting was held at the Universidad Complutense, Madrid from 16 to 20 January 2017.
Excerpt from report from evaluators on the CREMO project
'The CREMO project was highly successful in that it reached its main goal of developing an innovative and comprehensive online learning tool for teaching creativity to a range of students freely accessible via the professionally looking website for the Academy for Creativity. The gamification approach and the development of a large range of activities is particular noteworthy. More than 2000 pilot testers completed parts of the learning tool, and it was good to see that their participation not only led to improvements of the learning tools, but that data was also collected on how the software improved their learning. In an example of best practice this data will be analysed and written up for publication in several academic journals. The quality of the project team was generally very high. The project report has documented a good level of impact with more than 30,000 unique visitors to the website, but mainly from the European project partners.'
‘As a teacher an online creativity games platform will certainly be useful to foster my students’ creativity!’ This was some of the feedback received following the Academy for Creativity e-platform launch held in Malta on 20 April 2018. Around 50 participants attended the event. The online creativity platform consists of a number of simple games and it is the result of three years of hard work on the part of the partners involved in an ERASMUS+ project entitled CREMO. These are Aalborg University (project coordinator), Complutense University of Madrid and University of Malta (through The Edward de Bono Institute). The event was held as one of the activities that celebrates World Creativity and Innovation Week in which The Edward de Bono Institute actively participates.
The games were designed by the project partners and they are based on Torrance’s typology for creativity. This includes Originality, flexibility of thinking, fluency and elaboration. Various games with different levels may be easily accessed by students and educators. Educators have the option to control access for students, to monitor student activity and to delegate particular tasks.
The key premise for the platform is that creativity is a skill which can be improved with practice over time. Regular use of the online games provided on the Academy for Creativity platform enables the fostering of the imagination, increased idea generation and improved creativity.
The event included papers presented by Professor Stefano Gualeni from Laguna College of Art and Design (LCAD) and the Institute of Digital Games at the University of Malta. Professor Gualeni discussed the use of digital platforms for exploring philosophical issues, including philosophical thought experiments. Kristian Brøndum from Aalborg University introduced the platform and he spoke about the visions behind the Academy of Creativity. Shirley Pulis Xerxen from The Edward de Bono Institute discussed the manner in which educators should facilitate the ‘unlearning’ of non-creative behavior, a process which needs to be urgently addressed.
Professor Sandra Dingli spoke about creativity combined with digital literacy as key skills for the future. According to Professor Dingli, ‘Today’s students are digital natives, born into the internet age with easy access to devices such as mobile phones and tablets on which they can access multiplayer online games and virtual worlds.’ She drew attention to the fact that ‘Games provide students with challenges and their use of educational games which are well designed makes them enjoy learning through play. This is precisely what CREMO aims to offer to students, well designed games that motivate and empower students, make learning enjoyable and foster creative thinking.’
Professor Sandra M Dingli,
The Edward de Bono Institute, University of Malta
Tel: +356 9984 2422