Huang, Li, Wang and Chang (2007) developed a game called the Idea Storming Cube to fill a gap created by the traditional greater focus on convergent thinking for problem solving. This was done by encouraging a different thinking style, divergent thinking, which is associated with the production of creative ideas, but is not creative thinking to be exact (Huang, Li, Wang & Chang (2007); Kuhn & Holling, 2009; Runco, 2008). Both convergent and divergent thinking processes are arguably necessary for creative problem solving due to the different and useful functions each style has, for example, changing the perspectives taken for divergent thinking and spotting patterns for convergent thinking (Ashton-James & Chartrand, 2009). Likewise, different areas of the brain were found to activate during tasks that were associated with the use of either convergent or divergent thinking (Razoumnikova, 2000). The exploration of numerous of different ideas as possible solutions is the use of divergent thinking, while convergent thinking is a style that seeks out for a single possible answer (Kuhn & Holling, 2009). Hence, Huang, Li, Wang and Chang’s (2007) aim to encourage more divergent thinking is justified.

To win the game, players have to create the most cards with valid ideas, which is in concordance with the-more-the-better part of existing divergent thinking measurements (Nusbaum & Silvia, 2011). The blank cards are filled in according to a writing topic and players have to share filled cards and understanding each other’s ideas. The interactions are done through the use of technology.

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