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Essay 3 Final Draft 1
Essay 3 Final Draft 1
Myranda Espino
ENGL 1301-122
In one's early childhood, playing video games is a typical aspect of a person's life, yet
video games can often have a negative reputation. Minecraft is a widely popular video game with
millions of copies sold and active monthly players operating the game (Fan et al. 105), making it
available for people of all ages can play, and the ability to access the game through numerous
consoles makes the game accessible to anyone inclined to participate. Minecraft is a game that is
well-known for having infinite possibilities; according to Fan, "Minecraft is typically classified
as a "sandbox" game." The term "sandbox" refers to an environment where players have a great
deal of autonomy and flexibility to pursue their own objectives and partake in creative endeavors
in anything way they see fit (Fan et al. 105). The article "Open-Ended Tasks Promote Creativity
in Minecraft," written by Yue Fan, H. Chad Lane, and David Delialiolu, claims two main points
that participants in a task group with a clearly defined task will obtain a CAT score that is
significantly lower than the player who engages in the open-ended task given to them (Fan et al.
105). Fan also claims that with the given variable, such as the player's level of skillfulness and
experience, their attentiveness, and the material blocks used in the game, the player's interest
level significantly influences the CAT score (Fan et al. 105). Moreover, they successfully inform
the audience of the viability of their research; therefore, their usage of logos and ethos is vital in
Fan prioritizes logos to further his argument of how the game is a great way to emphasize
creativity within children; for instance, Fan uses the "Consensual Assessment Technique (CAT)
(Amabile, 1982)" as well as surveys to promote and substantiate his claim. For example, Fan
compares how participants who took part in the open-ended task fared much better on the CAT
test than those who participated in the group that completed a task with clear parameters. In this
test, participants are given 15 minutes of free play during their second task, the result examined
in the CAT assessments, which measure their level of creative expression (Fan et al. 109). Fan
characteristics: with this understanding; they discovered that men made up 74% of those
participants, while women made up 26% (Fan et al. 109). The primary inquiry they questioned
during this survey was gathering the skill level needed with this game; they discovered the level
of general video gaming ability and experience, the depth of specialized Minecraft
understanding, and the genuine interest and desire to play the game. Furthermore, the dexterity,
knowledge, and interest level had a strong relation, implying that participants who enjoyed the
game played it more consistently (Fan et al. 109). These assessments' results indicate that high
AUT and CAT scores are correlated with a high level of interest in Minecraft, which implies that
The primary function of Fan's utilization of ethos throughout the article is to substantiate
their use of Logos. They back up their original claim that whether the participants' interest,
skill/experience, and the quantity of various construction block varieties employed will influence
the participants' creativity scores with research and assessments. Fan utilizes both "The
Alternative Uses Test (AUT) (Guilford, 1967) and Consensual Assessment Technique (CAT)
(Amabile, 1982)" to objectively assess the participant's level of creativity, which reinforces the
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claim made in the article (Fan et al. 111). The AUT assessment endeavors to gather differing
thinking and has been shown to link with other methods of creativity. Meanwhile, the CAT
assessment examines creativity as it appears in a work of art or a project. This test is recognized
as one of the most accurate tests of creativity due to the high levels of reliability in terms of
and latent variables validity, the CAT assessment is one of the criteria for measuring creativity as
it manifests itself in a work of art or a product (Fan et al. 111). Fan's use of ethos throughout the
article substantiates their use of the assessments that are made from an outside source: Fan states
that "Multiple experts are needed to rate the creativity of a collection of products ... (Amabile,
1982)" (Fan et al. 111). Furthermore, after comparing both AUT and CAT assessments with one
another, Fan concluded that after comparing both CAT and AUT tests to figure out if other
variables, such as task situation, affected the player's creativity, they inferred that neither skill
attentiveness in Minecraft is linked to both AUT and CAT scores, which may suggest that more
imaginative people are enticed to playing Minecraft by inclination (Fan et al. 112). The
assessments led Fan to a conclusion that corroborates with his argument that the usage of open-
Fan analysis the video game Minecraft, a widely popular video game. Fan argues that
participants engaged in open-ended tasks will obtain higher scores than participants given a
defined task (Fan et al. 105). Moreover, Fan claims that with the given variable, such as the
player's skill level and experience, their interest, and the material blocks used in the game, the
player's good level significantly influences the CAT score. Additionally, according to Fan, the
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player's skill level and experience, as well as their interest in the game and the material blocks
used, among other elements, have a significant impact on the CAT score (Fan et al. 105). Fan
concludes that "open-ended task supports the idea that open-ended tasks promote creativity in
Minecraft more so than well-defined tasks do" (Fan et al. 113). Furthermore, they persuade the
audience of their research's authenticity; as a result, their use of logos and ethos is essential in
Works Cited
Fan, Yue, et al. “Open-Ended Tasks Promote Creativity in Minecraft.” Educational Technology
& Society, vol. 25, no. #, pp. 105-116. Academic Search Complete.