Abstract
The article establishes that creativity is a complex, interdisciplinary problem that attracts the scientific interest of specialists in various fields of knowledge, especially pedagogy and psychology. The purpose of the article is to identify the main aspects of the problem of creativity and to outline the relevant areas of scientific psychological and pedagogical research. It is revealed that creativity is reasonably considered as a universal personality trait, an integral creative ability. Psychological and pedagogical research emphasizes the important place and role of creativity in training and activities. It was found that creativity is mainly associated with creativity and talent of the individual, with the development of his creative abilities. The connection of creativity with other personality traits, in particular with the level of its intellectual development, as well as with imagination, intuition, the need for self-actualization, etc., is being actively developed. It is stated that in the psychological and pedagogical scientific literature the question of at what age one should start work on the formation of creativity or which age is the most favorable for this continues to be discussed. Some scholars argue that the formation of creativity should begin in the early stages of personality development, others believe that especially favorable for the development of creativity is the senior school age. It was found that scientists are interested in the development of creativity in higher education, including pedagogy. Creativity is considered as a component of professional skill. One of the aspects of the problem of creativity and the corresponding direction of psychological and pedagogical research is creative thinking. The issue of creative competence is also being developed. Much of the research on certain issues is devoted to the conditions, methods and technologies of formation and development of creativity. These include creative environment, search and research and invention activities, practical classes, information and communication, interactive (game), design technologies, case method, design, modeling.
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