Mối quan hệ giữa việc thường xuyên sử dụng mạng xã hội với hành vi và thành tựu sáng tạo ở sinh viên

Với sự bùng nổ của các nền tảng mạng xã hội (MXH), trải nghiệm kết nối,

chia sẻ thông tin, học tập và giải trí của nhóm người trưởng thành trẻ đã trở

nên cực kỳ đa dạng, là nguồn cảm hứng để phát triển các ý tưởng mới lạ và

độc đáo. Nghiên cứu của chúng tôi muốn tìm hiểu liệu việc thường xuyên

sử dụng MXH có liên quan tới khả năng sáng tạo hay không. Trên 172 sinh

viên, chúng tôi đo lường tần suất sử dụng MXH qua bốn mục đích là kết nối

xã hội, giải trí, học tập và trao đổi thông tin, cùng với tần suất thực hiện các

hành vi sáng tạo và số lượng những thành tựu sáng tạo mà khách thể đã đạt

được. Kết quả phân tích hồi quy đa biến cho thấy, việc sử dụng MXH thường

xuyên với mục đích giải trí là một yếu tố gây cản trở các hành vi sáng tạo,

trong khi các mục đích sử dụng MXH khác là học tập, kết nối xã hội và trao

đổi thông tin không dự đoán đáng kể hành vi sáng tạo. Ngoài ra, mối quan

hệ giữa việc sử dụng MXH với các thành tựu sáng tạo cũng không có ý nghĩa.

Kết quả này cho thấy, sinh viên nên hạn chế tần suất sử dụng MXH với mục

đích giải trí để có thể dành nhiều thời gian hơn cho các hoạt động sáng tạo

có chất lượng khác.

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predict more creative behavior of users. As we found a contrasting result to our H3 hypothesis, it is possible that entertainment on SM did not guarantee a better mood for users, not to mention it can result in a worsened mood. The four items in the entertainment subscale of the SNUQ capture “sharing photos”, “looking at funny sharing”, “watching movies” and “relieving stress”. We suspect that some of these activities do not warrant a better mood and can instead negatively affect users’ moods. For example, “watching movies” might involve sad-ending or stress-inducing films, or “sharing photos” might involve graphically disturbing contents. Moreover, viewing photos, liking, or commenting on others’ posts have been shown to reduce one’s self-esteem, increase social comparison, and subsequently increase social anxiety in users (Jiang & Ngien, 2020). Although our study did not examine mood directly, it is possible that while the initial purpose for using SM is to entertain, users might have encountered negative occurrences on SM that are not very pleasing to their moods, which then result in reduced motivation and effort to perform other creative activities. Our study did not only quantify creative behaviors but also measured the socially recognized creative achievements of the participants, which are the final products of creativity that are judged and evaluated by other people. Although the number of creative achievements (measured with CAQ) was positively (and also weakly) correlated with the frequencies of SM usage across all four purposes, all of them were non-significant predictors of creative achievements when included in our multivariate regression model. This shows that the use of SM is indirectly related to creative achievement but is not a direct factor that can lead to these outcomes. We speculate that frequent SM usage is positively correlated 289 with creative achievement possibly through a third variable, which is the formation of new ideas (or also called ideational behavior). SM and a participatory culture have created an interactive, accessible and completely free-of-charge environment for the creation and exchange of ideas, thereby motivating individuals to synthesize existing concepts to create new ideas. In other words, SM facilitates ideational behavior (Acar et al., 2009), and the more effort one spends on forming new ideas, the more likely he or she will subsequently put those ideas into production and achieve more creative outcomes. However, the process from developing an initial idea to finalizing it into final products requires a lot of effort, cognitive skills, and implementation. Thus, having solely formed a new idea does not always lead to the successful outcome that the idea will be transformed into a product, let alone successful achievement. This is the explanation that although regular use of SM is positively correlated with creative achievement, SM is not a direct predictor of it because there are many other important factors that can influence the final creative outcome of an individual. Drawing on our results, we would like to discuss some limitations and suggestions for future research on this topic. Since this is a survey- based cross-sectional study, we need to be careful with causal conclusions. It is not yet clear whether the frequent use of SM has a causal link, either positively or negatively, to creativity. To answer this question, we need more experimental studies or multi-factorial studies that investigate possible mediators and moderators of this relationship. In addition, both measures of creativity used in our study, the CBI and CAQ, are subjective self-report scales, which may not objectively measure creativity. Thus, we suggest that future studies on Vietnamese participants should not only use self-report measures but also administer some cognitive testing to measure creativity, such as divergent thinking tests and convergent thinking tests, as these are the two cognitive processes that have been shown to be central in demonstrating creative abilities and can be objectively measured (Lubart, 2016; Mumford, 2003). Lastly, all the participants in our study were approached and recruited via SM, which means that the participants themselves might already have a high level of SM usage. Therefore, our results cannot be generalized to the group of people who 290 use SM less frequently, as this group might not have been proportionally sampled in this study. Therefore, we suggest that future studies should pay attention to recruiting participants through a variety of platforms other than SM. We also suggest that it is necessary to conduct similar studies to examine this relationship between frequent SM usage and creativity on other groups of students who are often underrepresented, such as students with learning disorders. Davis and Braun (2010), in their book “the gift of dyslexia”, argue that there are some cognitive skills that dyslexic students may perform better than their non-dyslexic counterparts thanks to their nonverbal ways of thinking that can include picture thinking, intuition, and multi-dimensional thoughts. These cognitive strategies, the authors argue, can contribute to dyslexic children’s creative process. Other researchers such as Cockcorft and Hartgill (2004) also noticed that children with dyslexia did a better job than the control group at creating more ideas on Torrance’s Tests of Creative Thinking. On the other hand, Asuncion et al. (2012) suggest that learning disabled students also have similar needs as students without learning disorders in terms of using SM for studying and personal purposes, although they are more susceptible to cyber-bullying, which can be one factor hindering the benefits users can get from using SM. For example, Rasheed et al. (2020) found that cyber- bullying significantly moderated the relationship between SM usage and knowledge sharing, which then mediated normally developed, research student’s creativity as the outcome. This means that for those facing with higher cyber-bullying, the triadic relationship of SM usage-knowledge sharing-creativity becomes weakened. Putting together, these findings imply that the relationship between SM usage and creativity of those with learning disorders can be sophisticated that warrant further studies. V. CONCLUSION Regular use of SM for academic, information exchange, and social interaction purposes are all correlated with university students’ creativity. This can either mean that those who are highly creative are more attracted to SM, or SM is a platform of information freedom that encourages users to generate more creative ideas and actions. However, using SM frequently for the above purposes is not a direct predictor of creative behavior and 291 creative achievements. In contrast, the heavy use of SM for entertainment purpose is shown to be a hindering factor of creative behavior. Based on these results, SM users, especially young adults such as university students, should actively limit the frequencies of using SM for entertainment to instead engage in other high-quality activities that require creative activities. REFERENCES Asuncion, J. V., Budd, J., Fichten, C. S., Nguyen, M. N., Barile, M., & Amsel, R. (2012). Social media use by students with disabilities. 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RUDN Journal of Psychology and Pedagogics (4), 7-15. https://doi.org/10.22363/2313-1683-2016-4-7-15 Mumford, M. D. (2003). Where have we been, where are we going? Taking stock in creativity research. Creativity Research Journal, 15(2-3), 107-120. https:// doi.org/10.1080/10400419.2003.9651403 Paulus, P.B., & Nijstad, B.A. (Eds.) (2003). Group creativity: Innovation through collaboration. Oxford University Press. Peppler, K. A. (2013). Social Media and Creativity. In D. Lemish (Ed.), The Routledge international handbook of children, adolescents, and media, 193- 200. Routledge. Purvis, A., Rodger, H., & Beckingham, S. (2016). Engagement or distraction: The use of social media for learning in higher education. Student Engagement and Experience Journal, 5(1). https://www.doi.org/10.7190/seej.v5.i1.104 Rasheed, M. I., Malik, M. J., Pitafi, A. H., Iqbal, J., Anser, M. K., & Abbas, M. (2020). 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Development and validation of brief measures of positive and negative affect: The PANAS scales. Journal of Personality and Social Psychology, 54, 1063-1070.

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