Uniting Work And Play To Promote Innovation

Uniting Work And Play To Promote Innovation
Design

An article in The Atlantic examines America's creativity crisis and the ways 'play' could serve as potential antidote.

Timothy Ryan, PSFK Labs
  • 3 may 2011

In her piece for The Atlantic, Laura Seargeant Richardson, principal designer at frog design, suggests that American students aren’t developing the skills needed to thrive in a increasingly complex global economy. While math, science and literacy should remain as the bedrock of any education, the innovation unlocked by play may be our greatest unexploited resource, teaching children the skills required to capitalize on the opportunities presented by global progress. One need only look at the educational systems in rapidly developing countries for evidence that play is no longer something viewed altogether separate from work. In China, the government recently launched a five-year initiative focused on advanced play that is intended to develop its students’ problem solving skills and fostering their creativity. Yet despite these hard facts, America still lags behind.

Access this article for free
Fill in your email below and you'll gain access to this article while also receiving a number of membership features as part of a special 30-day trial.
*Already a member? Log in here

Learn About Our Membership Services

Need Research Help?
As a member you can ask us any research questions and get complimentary research assistance with a 4-day turnaround. Reports inclde stats, quotes, and best-inclass examples on research topics.
Remain Informed & Strategic
We publish several trends reports each month. By becoming a member you will have access to over 100 existing reports, plus a growing catalog of deep topical analysis and debrief-style reports so you always remain in the know.
See Trends Come To Life
Meet your peers and immerse yourself in monthly trend and innovation webinars and discounted conferences.
No search results found.