Авторы

  • Nigina Shamsiddinova
  • Sherzod Abidov
  • Lola Shamsiddinova

DOI:

https://doi.org/10.71337/inlibrary.uz.esiiw.121299

Ключевые слова:

creativity digital technology teachers classroom virtual reality Introduction

Аннотация

It has become crucial to use technology in every aspect of human life, including 
education, as a result of its growing significance in today's world. Likewise, the 
importance of creativity in education is also increasing. This study examined Uzbek 
high school teachers' opinions on how technology might foster creativity during 
classes. Data was collected through quantitative methods (questionnaire) from 35 high 
school teachers. According to the results, teachers generally have a fairly positive 
attitude toward employing technology in the classroom. They have also shown a solid 
understanding of creativity. The additional opportunities given by digital technology 
and its efficiency were mentioned by teachers as the primary reasons why they thought 
technology might increase creativity. The findings, however, indicated an average 
understanding of virtual reality and its advantages. This survey found that most 
teachers are ready to incorporate digital technology into the classroom to develop 
students' creativity and have positive opinions about it.


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OPINIONS OF HIGH SCHOOL TEACHERS IN UZBEKISTAN ABOUT

THE ROLE OF DIGITAL TECHNOLOGIES IN ENHANCING STUDENTS’

CREATIVITY.

Nigina Shamsiddinova

– WIUT

niginashamsiddinova19@gmail.com

Sherzod Abidov – WIUT

sherzodabidov@gmail.com

Lola Shamsiddinova

– School №16

lola.shamsiddinova@gmail.com

Abstract

It has become crucial to use technology in every aspect of human life, including

education, as a result of its growing significance in today's world. Likewise, the

importance of creativity in education is also increasing. This study examined Uzbek

high school teachers' opinions on how technology might foster creativity during

classes. Data was collected through quantitative methods (questionnaire) from 35 high

school teachers. According to the results, teachers generally have a fairly positive

attitude toward employing technology in the classroom. They have also shown a solid

understanding of creativity. The additional opportunities given by digital technology

and its efficiency were mentioned by teachers as the primary reasons why they thought

technology might increase creativity. The findings, however, indicated an average

understanding of virtual reality and its advantages. This survey found that most

teachers are ready to incorporate digital technology into the classroom to develop

students' creativity and have positive opinions about it.

Keywords: creativity, digital technology, teachers, classroom, virtual reality

Introduction

Due to the tremendous economic, societal, and individual benefits, fostering

young people's creativity has recently become a major educational objective around

the world

(Vincent-Lancrin et al., 2019). It has been proposed that digital technology


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can significantly contribute to promoting students' creativity by offering new resources

and settings for both learning to be creative and learning via being creative

(Glăveanu

et al., 2019

). According to Cachia and Ferrari (2010), teachers in numerous nations

likewise concur with the idea that technology may enhance creativity. Also, most

experts agree that teachers' perceptions of creativity influence how they engage in the

development of students' creative abilities (Skiba et al., 2017).

Yet, the perspectives of

Uzbek high school teachers on creativity, technology, and education remain to be

investigated.

Teachers in Uzbekistan also implement various techniques that develop creativity

in their students. However, due to limited digital skills, they might be skeptical about

the role of technology in enhancing creativity.

Therefore, the study's primary goal was to better understand high school teachers'

attitudes toward encouraging creativity through digital technology in Uzbekistan. We

surveyed high school teachers in Tashkent and received 35 responses. The next

sections of this study will include a review of the literature, methods, results,

discussion, conclusion, and recommendations.

Literature Review

Introduction

There has only been a limited amount of research that have looked at how

technology-based learning affect creativity, according to the results of both prior and

more contemporary reviews and meta-analyses (Valgeirsdottir and Onarheim, 2017).

Prior research has provided useful insights into how educators understand creativity,

their perceptions of creative learners and educators, and their viewpoints on the aspects

of learning environments that foster creativity (Bereczki and Kárpáti, 2018). Finally,

the results of both subject-specific and cross-disciplinary examinations in the area of

creativity have offered information about teachers' mindsets and actions (Mullet et al.,

2016).

Digital

technology's capacity to stimulate creativity


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According to

Glăveanu et al. (2019), several studies that have been published have

speculated on how digital technology might promote creativity and academic

achievement. Kuo et al. (2014) state that in comparison to conventional training,

domain-specific technology-based creative problem-solving programs have been

found to significantly boost students' creative ability. Research on the benefits of using

digital tools for creation on students' creativity found that the use of 3D design

programs improved the creative performance of high school students in design and

engineering

(Chang et al., 2019). Moreover,

(Chen and Chiu, 2016) show that students'

creative performance in design has enhanced as a result of teamwork and

competitiveness in electronic environments.

Teachers’ beliefs about technology enhanced creativity

The ways that teachers encourage students' creative abilities in the classroom are

influenced by their epistemic views about creativity (Skiba et al., 2017). According to

Adams (2013), research examining teachers' attitudes on using technology to stimulate

creativity have revealed that teachers may take a variety of positions regarding the

significance of technology in encouraging creativity, which is seen as both an amplifier

of and a hindrance to students' creative development. In these research, it was claimed

that technology increased students' curiosity and interest, which are essential for

creativity in the classroom (

Alsahou, 2015). At the same time teachers noted disruption

and the silencing of thinking by having access to pre-made answers as negative effects

of technology on creativity (Scott, 2015).

Developing creativity through virtual reality (hereafter VR)

Alahuhta et al. (2014) state that it has long been necessary to employ VR to

increase creativity, but there have recently been numerous worries about it. Also,

Bereczki and Karpati (2021) believe that existing research emphasizes the unique role

VR environments could play in promoting and developing creativity by enabling users

to experience situations that stimulate creativity. In particular, it was discovered that

employing creative avatars and providing users with unique chances to approach issues

from different angles could increase creativity (Yang et al., 2018). According to Lu et


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al. (2014), much effort has gone into developing methods for incorporating VR into

the classroom in order to foster professional growth and creative thinking. Thornhill-

Miller and Dupont (2016) state that VR can improve traditional learning because it can

replicate a real-world that is difficult to construct in the physical world.

Conclusion

Overall, studies have demonstrated that technology can boost creativity, and

virtual reality could potentially be a major factor in this. Consequently, most teachers

believe technology may foster creativity, although there may be some drawbacks.

Current research is different from those done before, because in the previous studies,

only expert teachers' opinions about the impact of technology on creativity have been

gathered, leaving out the perspectives of ordinary teachers.

Methods

This section includes details about research participants, the data collection

process, and ethical issues.

This study used the following research question to explore the topic:

What are the

opinions of high school teachers in Uzbekistan about the role of digital technologies

in enhancing students’ creativity?

The participants of the study were 35 high school teachers from local schools.

25.7% of them were male, and 74.3% of them were female (See Appendix A, figure

1). Teachers' job experience ranged from one to ten and more years, with 28.6% of

them teaching math, 14.3% teaching English, 2.9% teaching the arts, and 54.3%

teaching science (See Appendix A, figure 2 and figure 3).

A Google Form-based online survey was created and distributed through the

teachers' Telegram group in order to gather data. The questionnaire was first designed

in English and considering the fact that most teachers do not understand English, the

questionnaire was translated into Russian (see Appendix B). There were 13 questions

in the survey. Nine were multiple-choice questions, two Likert scale questions, and the

remaining two were open-ended. Teachers were asked about their demographics, the


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subject they teach, the type of school they work at, how they feel about creativity and

technology, and whether they think that technology may have an impact on creativity.

The participants were informed that this questionnaire is anonymous and that all

answers will only be utilized for academic purposes.

Results

The results of the study are discussed in this section. In specifically, teachers'

attitudes on employing technology in the classroom, how they define creativity, their

views on how technology may foster creativity, and their perspectives on virtual reality.

Teachers' attitudes on technology

Figure 1- Availability of digital technology

Figure 2- Preferences of digital technology


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Figure 3- Teachers’ attitude on using technology

The results of Figure 1 show that only 40% of teachers in the respondents' sample

felt that their school had enough digital technology, while 60% felt that there wasn't

enough of it.

At the same time, Figure 2 indicates that just 11.4% of teachers preferred

textbooks, while 45.7% selected a projector with slides, 22.9% chose a PC or laptop,

and 20% favored a combination of technologies with textbooks.

Lastly, Figure 3 demonstrates that the majority of professors permit students to

use digital tools during classes, with 57.1% of them allowing it solely for

accomplishing tasks and 31.4% of them permitting it in all circumstances. Only 11.4%

of respondents forbade it completely.

How teachers define creativity

Table 1-

definition

of

creativity

Originality

16

Uncertain answers

13

Freedom

and

diversity

6


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Figure 4- Opinions about creativity

Figure 5- Factors of creativity

Table 1 shows that 16 educators characterized creativity as something unique and

extraordinary. For them, creativity is stepping away from conventional knowledge and

guidelines and considering a problem from a different perspective. Furthermore, it

represented independence and diversity for 6 teachers. However, 13 teachers responded

unclearly to this question.

Figure 4 illustrates that, of the instructors surveyed, 34.3% completely agreed and

48.6% somewhat agreed that creativity should be incorporated into all areas of

knowledge. Only 8.6% of the professors were neutral and in disagreement.


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According to Figure 5, 54.3% of respondents believed that level of creativity is

determined based on the combination of both genes and environment. At the same time,

31.4% of respondents believed in the influence of the environment and 14.3% claimed

it depended on genes.

Teachers views on how technology may foster creativity

Figure 6- Technology effect on creativity

Table 2-

How can technology enhance creativity

The findings of the current study, which are depicted in Figure 6, indicate that a

vast majority of teachers, 65.7%, agreed that the usage of digital technologies

influences the creativity of lessons. Only 34.3% of educators questioned this viewpoint.

According to Table 2, 15 teachers reported the fact that technology provides

students with more opportunities during classes and is quick and efficient as the two

primary reasons why they could inspire creativity in students. Furthermore,

8 teachers

More

opportunities

and

efficiency

15

No effect

12

Uncertain answers

8


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either gave an uncertain response or skipped this question. The remaining 12 teachers

held the opinion that the use of digital technology does not affect the creativity of

lessons and that teachers may still foster students' creativity even in the absence of

technology by delivering lessons with enthusiasm.

Teachers’ perspectives on virtual reality

Figure 7- Teachers’ attitude towards VR

The most controversial findings came from the inquiry into the potential

contribution of VR to the development of creativity for academic purposes. There was

a wide spectrum of opinions expressed: 20% fully agreed, 2.9% totally disagreed, 20%

disagreed, 22.9% agreed, and the remaining 34.3% were neutral (Figure 7).

Overall, the findings indicated that teachers generally have a good attitude toward

digital technology and creativity and believe that technology might stimulate creativity.

Discussion

This section discusses the important findings and compares them with that in the

Literature review.

This research investigated high school teachers' perspectives on how using

technology in the classroom could encourage creativity.

Previous studies have

demonstrated that some teachers believed that technology boosted students'

engagement and curiosity, two qualities necessary for classroom creativity (Alsahou,


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2015). Yet, there were some unfavorable outcomes as well, such as distraction and

access to ready-made answers, because of the digital technology (Scott, 2015).

According to the current study's findings, most high school teachers in Uzbekistan feel

that technology can improve creativity, but only two-thirds of them could clearly

explain how. It could be because teachers in our region may not have enough

experience using digital technology as a result, as indicated by their reports that the

majority of them lacked sufficient digital technology.

The findings also revealed that

due to its lack in the classroom, most of the teachers allow their students to use their

own digital technology during classes such as laptops.

Another unexpected outcome was that some of the teachers were able to describe

how using technology in the classroom might boost creativity despite having limited

access to it.

More potential provided by digital technology, its capacity to improve

analytical skills, and its effectiveness have generally been acknowledged. Teachers are

most likely aware of the advantages of digital technology because they use it at home

or have read about it on the internet. Nonetheless, most of the responses were similar,

and some of them were even uncertain. At the same time,

earlier studies discovered

that educators may hold a wide range of views about the value of technology in

developing creativity (

Adams, 2013). In opposition to the current study, which

questioned regular high school teachers, earlier research was focused on the expert

teachers, hence the answers are different.

Additionally, in order to comprehend teachers' attitudes toward creativity, it was

necessary to determine how well teachers understood creativity and how they defined

it. The findings demonstrated that Uzbek high school teachers viewed creativity as

something unique and believed that it meant thinking out of the box. Furthermore, the

vast majority of educators thought it should be used in all areas of study. This leads to

the conclusion that Uzbek high school teachers value and understand creativity as a

significant component of modern education.

Even though earlier studies had demonstrated the benefits of using VR in

teaching, some teachers had concerns about it. The majority of the teachers favored


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this approach, while one-third of them remained neutral. It can be due to the fact that

VR is underutilized in our area and some teachers are unaware of its advantages. In

other parts of the world, great work has gone into establishing strategies for integrating

VR into the classroom in order to promote professional development and creativity (Lu

et al., 2014). Due to this, Uzbek teachers will adopt a more confident attitude if they

gain greater knowledge of virtual reality.

This survey has revealed that, despite its deficiency, most teachers have a positive

opinion about digital technology and are prepared to integrate it into the classroom to

stimulate students' creativity.

The study has certain limitations. Since the survey contained questions that

required self-reporting some responses were not accurate and certain respondents did

not take answering the questions in the survey seriously.

Conclusion

The purpose of this research was to examine the views of Uzbek high school

teachers on how technology might encourage creativity in the classroom. The findings

demonstrated that Uzbek educators are ready to implement this technique into their

lessons and believe that technology may improve creativity. Despite the lack of digital

technology in schools, teachers showed a very positive attitude about using it in the

classroom. Moreover, educators had a strong grasp of the definition of creativity as

well as an awareness of the fundamental advantages of technology. Finally, the inquiry

of teachers' perceptions of virtual reality in the classroom led to the conclusion that

high school teachers in the region require assistance in comprehending virtual reality

and its advantages.

Recommendations

Based on the findings the following course of action is suggested:

The Ministry of Higher Education of Uzbekistan should supply adequate

amount of modern equipment to local schools.

Integrate digital technology into the lessons because the majority of

teachers believe that doing so may encourage creativity.


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To improve the skills of local teachers, experienced teachers who have

already incorporated technology to foster creativity should be approached for

conducting trainings.

It is essential to develop special courses and instruct teachers on the usage

of VR, because some teachers are still unaware of its advantages.

Based on the limitations suggested in Discussion section; future research

should be conducted, using different methods of data collection such as

observation. Specifically, teachers’ classes could be observed to identify how

well they can use digital technology in enhancing creativity of students during

lessons.

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