Cogent Arts & Humanities (Dec 2024)

Does digital learning stimulate creativity?

  • Marcel Pikhart,
  • Liqaa Habeb Al-Obaydi,
  • Blanka Klimova

DOI
https://doi.org/10.1080/23311983.2024.2407103
Journal volume & issue
Vol. 11, no. 1

Abstract

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E-learning, or digital learning, has transformed education, raising questions about its impact on creativity. While creativity was once seen as a rare talent, it is now considered a product of education and learning. In our hyper-connected world, creativity is recognized as a vital skill for tackling complex problems. This article explores how digital learning influences creativity in the context of language education, especially English as a foreign language (EFL) instruction. The study employed the PRISMA methodology to gather data from Scopus and Web of Science databases. Inclusion criteria included English-language experimental studies from indexed journals. Grey literature, non-experimental studies, conference proceedings, and other languages than English were excluded. The search yielded 963 studies, with only 15 meeting inclusion and exclusion criteria. These studies covered various aspects of creativity in education and highlighted the positive impact of digital learning on creativity. For example, they revealed that game design, interactive technology, digital storytelling, and collaborative learning environments can foster creativity among students. The findings indicate that digital learning generally can have a certain but positive impact on creativity. Game-based learning, collaborative interactions, and real-world problem-solving tasks are particularly effective in enhancing creativity. Negative impacts can be mitigated through teacher training, feedback mechanisms, and interactive activities. Future research should focus on developing rigorous assessment methods for creativity in digital learning. Digital learning offers numerous opportunities to stimulate creativity in education. Understanding the factors that enhance or inhibit creativity in digital learning environments is essential for optimizing the use of technology in education and fostering innovative thinking in students. The main limitation of this systematic review consists of searching just two databases, namely Scopus and Web of Science, however, it provides a robust overview of the topic.

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