The Incubation Curriculum Model
The Incubation Curriculum Model
The Incubation Curriculum Model
E. Paul Torrance, perhaps one of the most prominent scholars of creativity, conducted a variety of studies exploring the
teaching and learning of creativity. His studies identified specific skills associated with creativity, and demonstrated success
in the teaching of creativity through the Torrance Incubation Model of Creative Teaching and Learning (TIM)
(Download Password ʻskills21ʼ). Torrenceʼs work has laid the foundation to further studies in this topic, including a number
of projects at The International Center for Studies in Creativity, at the University of Buffalo, NY.
The Torrance Incubation Model of Creative Teaching and Learning can be applied to a lesson, unit or project. The
application of TIM and the identification of a specific creativity skill is an effective way to teach creativity, without impacting
the teaching of core objectives or curriculum content. TIM, has three stages:
Stage One, Heighten Anticipation, is designed to adequately and mentally prepare the student (or students) for the
project ahead. Torrance describes this as a ʻWarming Up Periodʼ with the following six functions, (1) Create the Desire to
Know, (2) Heighten Anticipation and Expectation, (3) Get Attention, (4) Arouse Curiosity, (5) Tickle the Imagination, and (6)
Give Purpose and Motivation.
Stage Two, Deepen Expectations, is where the problem is defined, applied, and the creativity is nurtured. A list of actions
or metaphors communicate the development process. For example ʻDigging Deeperʼ is an action that encourages students
to go beyond the surface of the problem (identify the unknown), discover things that were missed, synthesize the
information, and begin to come up with solutions and actions that can be applied to the project.
Stage Three, Extend the Learning, is another list of metaphors that encourages students to take the lead and apply the
project in a real context to extend their learning. For example, ʻBuilding Sand Castlesʼ is a metaphor that challenges
students to use their imagination and discover ways to extend the project to the real world.
Through his studies Torrance identified specific behaviors associated with those that demonstrated creative
accomplishments. These behaviors were characterized into three elements, Ability, Skill, and Motivation, and
helped form the foundations of the Torrance Tests of Creative Thinking (TTCT). (A News Week article
highlighted the success of these tests in predicting creative behavior and future success).
Torranceʼs studies documented success in teaching creativity when these skills were taught. As part of the
Torrance Incubation Model of Creative Teaching and Learning, one creative skill must be identified and taught
during the implementation of the class, unit or project. While it may be possible to teach more then one skill,
Torrance believed that there was more value and success focusing exclusively on one, rather then a variety.
In a project-based learning environment, the teaching and application of creativity skills can be achieved through
the production process and evaluated through observation and reference to a rubric. An identified skill can be
purposely weaved into the three stages of the Torrance Incubation Model.
Get
Glimpses
of
the
future:
Produce
and
Elaborate-But
Not
Be
Aware
of
Emotions:
Enjoy
and
Use
predict,
imagine
and
explore
Consider
Many
Excessively:
adding
recognizing
verbal
and
Fantasy:
imagine,
things
that
do
not
yet
exist;
Alternatives:
;luency;
details
or
ideas-‐ nonverbal
cues;
responding,
play
and
consider
wonder
and
dream
about
amount;
generating
developing
them;;illing
trusting
and
using
feelings
to
things
that
are
not
possibilities;
view
events
as
many
and
varied
in
the
easiest,
quickest
better
understand
people
and
concrete
or
do
not
yet
open-‐ended. ideas. way. situations. exist.
Let
Humor
Flow
and
Use
Visualize
the
Inside:
Be
Original:
moving
away
from
Visualize
it-Richly
It:
perceiving
incongruity;
paying
attention
to
the
obvious;
breaking
away
from
and
Colorfully:
responding
to
a
surprise;
the
internal
dynamic
the
habit
bound
thinking;
using
vivid,
exciting
recognizing
and
responding
workings
of
things;
statistically
infrequent
responses;
imagery;
creating
to
perceptual
and
picturing
or
the
ability
to
create
novel,
different
colorful
and
exciting
conceptual
discrepancies. describing
the
inside
or
unusual
perspectives. images
that
appeal
of
things.
Be
Flexible:
creating
variety
Combine
and
Synthesize:
making
in
content;
producing
new
connections
with
the
different
categories;
changing
Highlight
the
Essence:
identifying
what
is
the
most
elements
within
our
perceptual
one’s
mental
set
to
do
important
and
absolutely
essential;
discarding
erroneous
set;
combining
relatively.
something
differently;
or
relevant
information;
re;ining
are
dealers,
abandoning
unrelated
elements;
hitchhiking;
perceiving
a
problem
from
unpromising
information;
allowing
a
single
problem
or
making
the
familiar
strange
and
different
perspectives. idea
to
become
dominant
and
synthesizing
all
of
this
at
the
the
strange
familiar.
same
time.
Put
Your
Ideas
in
Context:
putting
Breakthrough-Expand
Make
It
Swing!
Look
at
it
Another
Way:
being
parts
of
experience
into
a
bigger
the
Boundaries:
Make
It
Ring!:
able
to
see
things
from
a
different
framework;
putting
experiences
thinking
outside
using
kinesthetic
visual
perspective;
being
able
to
together
in
a
meaningful
way;
making
prescribed
requirements;
and
auditory
see
things
from
a
different
connection
between
things;
giving
changing
the
paradigm
or
senses;
responding
psychological
perspective
or
situations
and
ideas
a
history,
and
system
within
which
a
to
sound
and
mindset.
background,
a
story. problem
resides. movement.
How can digital media and movie making be used to educate, entertain,
and communicate in a way comparable to, or better than, the traditional
media formats of the past? How can digital media and movie making be
used to develop and nurture creativity skills and specialized interests? The
Digital Media and Movie Making (DM3) course develops digital media
literacy, animation and storytelling skills that increase student knowledge
of digital media careers with a focus toward movie making. Students work
in small teams to complete film projects that will be entered into the
Connecticut Student Film Festival.
The Digital Media and Movie Making course has successfully tripled its content and significantly improved the
technical literacy of submissions during its first three years. Unfortunately, it has had less success in merging
technical literacy with creativity. While some submissions each year can be considered creative, the majority rarely
go above expectations, or engage students in the content being explored and communicated.
Submissions to the Connecticut Student Film Festival explore ʻThemesʼ that challenge students to identify and
investigate 21st Century problems, and how these problems relate to their local community. These themes are
explored and communicated during movie making projects, and have often been signified by students and teachers
as the reasoning for a lack of creativity. Themes such as ʻEnvironmentalʼ or ʻSustainabilityʼ have been considered
boring, not engaging, and too restrictive in approach to story development.
Its challenging to understand why topics so broad and diverse as ʻEnvironmentalʼ and ʻSustainabilityʼ are the reason
for a lack of creativity, especially when each year there is some projects that are extremely engaging and creative.
Why is this? It is more likely that the reason for a lack of creativity is associated with how students and teachers
approach the theme.
This document has identified two creativity skills to be developed during the second semester of the Digital Media and Movie Making
course. Skills will be nurtured during each stage of the Torrance Incubation Model for Teaching and Learning.
Produce and Consider Many Alternatives, will be assessed during the production process. Teachers will conduct evaluations
during brainstorming sessions, and discussions. Where this skill can be applied in each stage of TIM is indicated in Orange.
Highlight the Essence, will be assessed through the production process and completed final projects. Where this skill can be
applied in each stage of TIM is indicated in Purple.
Produce
and
Consider
Many
Student
generated
a
Student
generated
Student
failed
to
Generated
ideas
in
discussion.
Alternatives:
;luency;
amount;
variety
of
ideas
with
ideas.
Ideas
were
generated
and
ideas.
generating
many
and
varied
ease
and
con;idence.
relevant,
but
not
Ideas
of
value
to
the
Generated
ideas
during
in
ideas. Ideas
were
relevant,
always
original
or
project.
Few
were
production.
original
and
of
value
with
added
value
relevant
or
original.
to
the
project. to
the
project.
Generated
ideas
during
discussion
and
in
production.
Highlight
the
Essence:
Student
was
able
to
Student
identi;ied,
Student
was
able
to
Demonstrated
in
discussion
identifying
what
is
the
most
quickly
discard
developed
and
apply
existing
ideas,
important
and
absolutely
unworthy,
or
integrated
ideas
but
was
unable
to
essential;
discarding
erroneous
unrealistic
ideas,
that
added
value
differentiate
or
relevant
information;
while
also
to
the
project,
but
between
those
of
re;ining
are
dealers,
identifying,
sometimes
was
value,
and
those
not
Demonstrated
in
application
abandoning
unpromising
integrating
and
unable
to
let
go
or
of
value,
to
the
of
product
information;
allowing
a
single
developing
ideas
recognize
ideas
project.
problem
or
idea
to
become
that
added
value
to
that
were
not
of
dominant
and
synthesizing
all
the
project. value.
of
this
at
the
same
time.
Arouse Curiosity
Students conduct exploratory research related to the theme and fill large pieces of paper with questions that they found
engaging or worthy of further exploration.
Get Attention
Students develop a class calendar with reference to submission deadlines and the Connecticut Student Film Festival.
Students write a list of objectives for the second semester that can be achieved through the final project.
Having a Ball
Students should make an attempt to save time during filming slots to implement ʻCrazyʼ and ʻSpontaneousʼ ideas capturing B-
roll. For example, how many different ways can you film that wind turbine? During editing students can determine which one is
creative and adds the best value to the project.
The creativity column below will be used to evaluate student creativity in the final product.
Creativity The
students
documented
a
unique
The
students
documented
a
problem
The
students
documented
a
problem,
problem
and
solution
that
was
original
in
and
solution
that
was
original
in
but
did
not
include
a
clear
solution.
The
comparison
to
previous
submissions,
comparison
to
other
submissions
of
;ilm
was
not
original
in
comparison
to
and
went
beyond
the
‘known’
surface
of
that
year,
and
avoided
obvious
stories
;ilms
that
year,
and
the
story
was
an
the
presented
theme. related
to
the
theme.
obvious
choice
in
relation
to
the
theme.
The
students
clearly
conducted
‘in-‐depth’
The
students
demonstrated
research
The
students
demonstrated
little
research
into
a
speci;ic
topic,
that
was
that
was
applied
to
the
story.
The
;ilm
research
and
the
;ilm
did
not
successfully
applied
to
a
well
de;ined
contained
‘some’
new
information
communicate
any
new
information
that
story,
communicating
information
that
that
was
relevant
to
the
local
was
of
value
or
relevant
to
the
local
was
new
and
of
value
to
the
local
community,
but
not
always
of
value.
community.
community.
The
;ilm
contained
one
or
two
The
;ilm
did
not
contain
any
visually
The
;ilm
contained
a
variety
of
creative
creative
camera
shots
that
engaging
images,
and
demonstrated
camera
shots
that
demonstrated
an
demonstrated
some
understanding
of
little
understanding
of
cinematography.
advanced
understanding
of
cinematography.
B-‐roll
was
of
value
B-‐roll
was
not
relevant
to
the
cinematography.
B-‐roll
was
visually
to
the
information
being
information
being
communicated
and
engaging,
original,
and
of
value
to
the
communicated.
was
an
obvious
choice
in
how
it
was
information
being
communicated.
presented.
The
;ilm
was
under
;ive-‐minute
in
The
;ilm
was
under
;ive-‐minute
in
length
length
and
engaged,
entertained
and
The
;ilm
was
over
;ive-‐minutes
in
length
and
engaged,
entertained
and
informed
informed
the
audience,
though
not
at
and
did
not
entertain
or
engage
the
the
audience
throughout. all
times. audience.
The creativity column will make up one, of three columns in a rubric that evaluates each film project. Additional columns will assess
content, and technical literacy.
TIM does not specify how long students should engage in each
stage of the TIM process. Instead it is the decision of the teacher
to determine how much time is spent on each stage, depending
on the individual needs of the class or student. Activities in the
TIM process can vary, and it is the decision of each program
manger to identify which creativity skill will be nurtured during the
project. It is a challenge to specifically ʻteachʼ a creativity skill in a
project-based learning environment. It is hoped, that with an
identified skill, supported with a rubric, the teacher will be
encouraged to facilitate opportunities where the skill can flourish,
and be nurtured through formative feedback.
Students in the Digital Media and Movie Making course will also
complete a lesson with an outcome of a class definition of
creativity. The development of this definition should prompt a
discussion about creativity and innovation. The definition should
also be displayed in the class and under constant review. Visit
TeachDigital.org to access an example lesson plan.