Cathérine Conradty

Dr. Cathérine Conradty

University of Bayreuth, Bayreuth, Bavaria, Germany
orcid

Research Focus & Metrics

Academic Career Length

17Years (2010-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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6 October 2020 in Smart Learning Environments
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Journal Article
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CCCathérine Conradty
Cathérine Conradty
FBFranz Xaver Bogner
Franz Xaver Bogner
A promising way to bring STEAM (STEM enriched with Arts) into classrooms is the Professional Development (PD) path. Its main difference to a usual PD lies in the introduction of creativity with its social skills rather than just on cognitive learning, and thus in STEAM teaching, teachers need training in new ways of teaching. In order to establish STEAM in everyday school life, an effective PD is required to go beyond one-time interventions, which seldom work sustainably. After our course schedule, the participating teachers were supposed to apply their expertise in their next school year’s classroom. The provided material ensured the teachers to work regularly with STEAM, and as the involved teachers were supposed to recapitulate and consolidate their STEAM skills in their classroom work. Following the PD goals, the students (N = 550) of the participating teachers were monitored for scientific motivation and creativity in order to examine the PD effects. For the analysis, we calculated canonical correlations to confirm the association between creativity and motivation. The structural equation model (SEM) confirmed the model that with STEAM creativity has a positive effect on motivation: A long-term PD that is integrated into school life is an appropriate socio-cultural sustainability entry to promote creativity in classrooms. Through creativity, apparently, students’ self-efficacy increase. In conclusion, integrating creativity into education via PD works and may provide a promising channel to multiplication into further science classrooms, which is discussed in the conclusions.

3 July 2019 in Creativity Research Journal
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Journal Article
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CCCathérine Conradty
Cathérine Conradty
FBFranz Bogner
Franz Bogner
STEM subjects enriched with Arts (STEAM) are assumed to enhance science lessons and making them more attractive. A multidisciplinary STEAM module integrating inquiry-based learning was implemented to a sample of 160 students (11–12 years; 43.1% females). In a four-hour lesson, dealing with scientific phenomena surrounding bird flight, students learned at self-explanatory workstations that allowed space for creativity and a high level of autonomy. An arts facet was employed, using collaborative handicraft artwork. A workbook offered guidance, while the teacher’s role was of a passive tutor. A pre-/post-/retention-test design monitored knowledge, motivation, and two factors associated with creativity (Act and Flow) two weeks before, immediately after and six weeks later. The intervention produced long-term knowledge and built stable scores of intrinsic motivation, but self-reported aspects of creativity were not affected with a single STEAM intervention. Thus, it seems obvious that regular training in an adequate sociocultural setting is needed to develop creativity sustainably. Nevertheless, this study monitored the correlation of knowledge motivation and creativity in a science education setting for the first time. The findings indicate that fostering creativity, for example in STEAM environments, is a promising starting point for research into promoting motivation and creativity in educational settings.

13 March 2020 in Education Sciences
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CCCathérine Conradty
Cathérine Conradty
SSSofoklis A. Sotiriou
Sofoklis A. Sotiriou
FBFranz Bogner
Franz Bogner
Many current curricula, in going beyond traditional goals, increasingly foster creativity in science classrooms, declaring creativity a core skill of the 21st century. For enhancing creativity in science classrooms, the subject Arts is considered to offer a potential way from STEM (Science, Technology, Engineering, Mathematics) to STEAM (STEM with Arts)). The Horizont-2020 project Creations prepared more than 100 creativity-enhancing STEAM modules based on the 5E instructional model. STEM subjects were mathematics, biology, physics, chemistry or technology, and often interdisciplinary for different school and class levels between the ages of nine and nineteen. All modules provided a social environment fostering creativity where students imagine, explore, experiment, test, manipulate, and speculate. Exemplarily, five modules including physics, math, and biology, were selected, for monitoring motivation and creativity. The first was measured on the level of career-motivation and self-efficacy, the latter focused on two sub-constructs: active cognition such as idea processing (Act), and a mental state of creative immersion (Flow). Subjects were a sample of 995 students (9–18 years). In summary, no gender impact or age effect appeared in any of the monitored variables. Participation intervened with Self-Efficacy and Act, while Career Motivation or Flow did not. Act as a cognitive variable associated with creativity might be more sensitive to changes, whereas Flow as a parameter measuring a state of mind related to emotion appears more stable. Path analysis supported the role of creativity for Career-Motivation by promoting Self-Efficacy. Conclusions for appropriate educational settings to foster STEAM environments are discussed.

3 July 2018 in Creativity Research Journal
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Journal Article
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CCCathérine Conradty
Cathérine Conradty
FBFranz X. Bogner
Franz X. Bogner
Creativity is a broad and complex construct, difficult to define and to quantify, assumed to introduce new impulses into science education (STEM), and leading to better acceptance of science by adolescents. Therefore, increasing efforts are being undertaken to integrate traditional creativity (Arts), in modifying STEM to STEAM. Consequently, a valid way of empirically quantifying of creativity of adolescents is needed. In this study, part of a European initiative (CREATIONS), an 8-item Likert-scale questionnaire quantifying individual creativity was administered to a sample of 2,713 students, aged 11–19 (M ± SD = 15.71 ± 2.24; 54.7% females), revealing two subscales: one, labelled Act, covering conscious and trainable cognitive processes; the second, named Flow, contained items describing elements of flow experiences, a mental state of creativity. Analyses indicated that there were no gender differences and that younger students’ creativity scores were higher than those of older students. Recommendations for implementation in STEAM lessons are discussed.

28 May 2021 in Research in Science Education
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TRTamara Roth
Tamara Roth
CCCathérine Conradty
Cathérine Conradty
FBFranz Bogner
Franz Bogner
Integrating creativity into science classes may pave the way to tapping complex scientific phenomena. Although not yet conclusively defined nor assessed using standardized measures, creativity is understood to support cognitive learning in formal and informal settings. However, the successful integration of creativity in educational modules depends on many factors. As our knowledge of how to identify these factors is still limited, teachers may have difficulties effectively monitoring and fostering creativity. Consequently, a valid means to measure creativity would help teachers to identify creativity and its influencing factors within the limited scope of science lessons. In the present study, we collected data from 538 Bavarian secondary school students (M ± SD = 16.96 ± 2.99; 65.4%, female) focussing on personality and creativity measures. Comparable to previous studies, two subscales for creativity were applied: act, comprising conscious and adaptable cognitive processes, and flow, describing a creative mental state of full immersion. Since personality is understood to be linked to creativity, we used the Big Five scale with its shortened item battery to assess personality. We found that personal characteristics such as conscientiousness and flow, openness and agreeableness, and extraversion and neuroticism were significantly correlated. Anticipated gender and age differences were only evident when extreme groups were compared: age influenced act in younger male students and flow in older female students. Drawing on the literature and our results, we suggest pedagogical approaches to provide opportunities for creativity in science classrooms.

24 August 2016 in Education Sciences
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Journal Article
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CCCathérine Conradty
Cathérine Conradty
FBFranz Bogner
Franz Bogner
Computers are considered innovative in classrooms, raising expectations of increased cognitive learning outcomes or motivation with effects on Deeper Learning (DL). The “new medium”, however, may cause cognitive overloads. Combined with gender-related variations in ability, self-efficacy or self-confidence, computers may even diminish learning effects. Our empirical study used a quasi-experimental design and the Intrinsic Motivation Inventory (IMI) to monitor efficacy in knowledge gain and motivation when using computer-aided versus textbook-based educational units. Our sample consisted of 393 eighth graders. One objective focused on gender effects associated with autonomous teacher-assisted learning via interactive software or an appropriate textbook. Both groups finished with a recapitulation with the teacher. A third group concluded a computer-aided lesson with a computer quiz. To provide evidence for DL we tested long-term memory after six weeks and examined its correlation with intrinsic motivation factors. In general, our intervention affected the girls’ but not the boys’ intrinsic motivation. We recorded significantly higher post-test scores in the textbook-based lesson, but the differences vanished in the retention test. The teacher-assisted consolidation phase increased long-term knowledge and positively intervened with the students’ interest. Thus, we found evidence for DL.