New Book Release

How To
Teach Creativity

This new book will help you kickstart teaching creativity in a systematic and holistic way. It provides a comprehensive hands-on practical introduction on how to teach creativity in all kinds of education, in all kinds of subjects and at all levels of education. The book goes way beyond the traditional simple methods and techniques for designing and facilitating creative processes and workshops.

Keynote speaker

Want one of those genuinely insightful and engaging workshops, speeches or courses that will leave the audience significantly more creative?

training EXPERT

Want an experienced expert to join your team in developing hands-on creativity curriculum that significantly advances creative potential? 

CREATIVITY
COMPETENCY
MODEL

Want to improve your creative competencies and confidence?

ILLUSTRATION SET 1
LEVEL ONE
1
LEVEL ONE
EVERYDAY CREATIVITY

CLEAR UNDERSTANDING OF THE VALUE OF CREATIVITY

PROCEDURES FOR CREATIVITY IN TEAM MEETINGS

focus on solving everyday tasks more creative

LEVEL TWO
2
LEVEL TWO
User-centric creativity

Advanced team creative process methods

Systematic evaluation of creative output

focus on Ideas that better meet user needS

LEVEL THREE
3
LEVEL THREE
Domain creativity

advanced individual creativity approaches

Interconnected individual and team creativity

Open and curious team culture

systematic evaluation of creative skills

focus on creating novel breakthrough solutions

LEVEL FOUR
4
LEVEL FOUR
SOCIETAL CREATIVITY

Creativity as a second nature

Procedures for implementing novel ideas

strong creative perseverance and persuasion

focus on setting new cross-industry standards

LEVEL ONE
1
LEVEL ONE
EVERYDAY CREATIVITY

CLEAR UNDERSTANDING OF THE VALUE OF CREATIVITY

PROCEDURES FOR CREATIVITY IN TEAM MEETINGS

focus on solving everyday tasks more creative

LEVEL TWO
2
LEVEL TWO
User-centric creativity

Advanced team creative process methods

Systematic evaluation of creative output

focus on Ideas that better meet user needS

LEVEL THREE
3
LEVEL THREE
Domain creativity

advanced individual creativity approaches

Interconnected individual and team creativity

Open and curious team culture

systematic evaluation of creative skills

focus on creating novel breakthrough solutions

LEVEL FOUR
4
LEVEL FOUR
SOCIETAL CREATIVITY

Creativity as a second nature

Procedures for implementing novel ideas

strong creative perseverance and persuasion

focus on setting new cross-industry standards

Starter package

Hands-on introduction to creativity competency level one, detailing how to nurture creativity systematically in a team, classroom, organisation or educational institution. This inludes a toolbox with 30 days of creativity training exercises and support for implementation. The package finishes with an evaluation of the training and discussion of future steps for how to further advance creativity.

Advanced package

Evaluation of current competency level. Hands-on introduction to next competency level, detailing how to nurture creativity in a team, classroom, organisation or educational institution. This includes a 3 months creativity training package. The package finishes with an evaluation of the training and discussion of future steps for how to further advance creativity.

1 +
course participants
1 +
keynote participants
  • It truly changed me. It made me more confident and daring.
    Silvie Vale, Communications consultant

  • This has been the most important and useful learning experience in my 16 years of education.
    Course participant

  • I followed the process and we got a very innovative idea – It actually got patented.
    Anders Baek, Senior Mechanical Engineer

  • Within a week my brain was totally reconfigured.
    Course participant

  • I have learned to approach my professional field much differently and in a more playful way.
    Kamilla Rasmussen, Marketing consultant

  • I realised that, if I want, I can produce 200 ideas to solve a single problem.
    Fabrizio Negretti, Course participant

PHD CHRISTIAN BYRGE

“My passion and expertise are to help educators and managers across all domains to design serious, inspiring and playful training that develops creative skills at all levels of education and for all types of private and public organisations”

Curious Researcher

Christian Byrge is a full professor in creativity as well as an associate professor in business creativity. He achieved his PhD degree for his research on enhancing creativity in education as well as in companies and public institutions. He has published several research papers and books on how to nurture creativity and is a member of the editorial boards for relevant journals such as Journal of Creative Behavior, Journal of Thinking Skills and Creativity, Journal of Creativity and Business Innovation as well as Journal of Business Models.

Creativity Expert

Christian has been designing creativity modules, courses and programs in primary school, secondary school, youth education as well as in higher education and professional education. This includes the development of a novel bachelor program on Creativity & Business Innovation and a master level program on Creative Genius (probably the most ambitious creativity training program in the world). Christian has invented several creativity toolkits that have been taught to more than 100.000 professionals worldwide.

Passionate Speaker

Christian regularly gives inspiring and energetic keynote speeches, gives lectures, teaches courses, facilitate workshops and does counselling on how to nurture the individual, team and organisational creativity. He typically presents subjects like how to teach creativity, how to perform deliberate practice of creativity, how to design creativity training exercises as well as how to assess creative potential and creative production. Christian also advises on how to develop organisational creativity and facilitate creative processes.

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Creativity Toolkits & Works

From me to you

Creativity “Memory” Game (free toolkit)

This card game is fun and it seriously advances your creative skills. Simply playing the games will make you more creative. The game is designed to use in class or with friends and family. It is designed on a “mix and match” platform, where a set of new ideas give points. It has similarities to the normal memory card game, however, it is designed to advance creative skills. I invented this toolkit in 2017 and it was published by the Danish Foundation for Entrepreneurship in 2018.

Online Gamified Training for Business Innovation: Examining an Embodied Gamified E-learning Module on Creativity (free scientific paper)

This article examines the use of a novel method of delivery of creativity training: a gamified embodied e-learning module for teaching the creative skills fundamental for practical business innovation. The e-module “Academy for Creativity” is examined as an out-of-class study activity for creativity training using interviews with focus groups of students, questionnaires on a larger group of students and individual interviews with teachers. The results reveal embodied gamified e-learning on creativity as a potential for increasing student motivation and engagement as well as a potential for advancing and increasing focus and student time spent on the deliberate practice of creativity as part of business innovation studies. The results also present recommendations for how to implement embodied gamified e-learning on creativity as a natural part of classes on business innovation. I co-authored this paper with Sandra Dingli, Shirley Pulis Xerxen, Kristian Brøndum, Patricia Nunez, Liisa Irene Hänninen and Chaoying Tang.

World’s first digital creativity training program (free digital toolkit)

Want to significantly develop your creative skills? Academy for Creativity offers a playful, digital and gamified approach to creativity training. The story line includes an avatar-robot working in an office, and you will need to help this robot solving all the job-tasks that require creativity. The creativity training is free of charge, available anywhere – and at anytime. All you need is access to a computer and WI-FI. It contains 10 fun and serious research-based games. Anyone can improve creative skills with Academy for Creativity. The games practice key creative skills like flexibility, elaboration, fluency, originality, imagination as well as self-efficacy.

I co-developed Academy for Creativity in collaboration with a development team at Aalborg University lead by Kristian Brøndum as well as Patricia Nunez & Liisa Hanninen from Complutense University, Sandra Dingli & Shirley Pulis Xerxen from the Edward de Bono Institute, Chaoying Tang from Chinese Academy of Sciences and Erik Guzik from Vast Learning Systems.

Try Academy for Creativity free at www.academyforcreativity.com.

Creativity Perspective on Entrepreneurship (chapter in handbook on entrepreneurship)

Creativity is often perceived as rather static: something that one either has or does not have. However, there are several examples on how to manipulate mental states to temporarily become more creative by using techniques for cognitive stimulation and by using processes for structuring the thoughts of individuals and interaction in teams. More interestingly, research suggests that it may be possible to learn the “rules of creativity” by simple training. As such, it is possible to advance the skills of creativity and thus become more creative human beings in all aspects of life including the engagement in entrepreneurial activities. The potential of taking this knowledge into the field of entrepreneurship education is interesting for the development of better entrepreneurs. I co-authored this paper with Chaoying Tang and Jizhong Zhou.

This chapter discusses the role of creativity training for entrepreneurship education and matters of concern in integrating creativity training in entrepreneurship education. Concepts of creativity and creativity training are reviewed next, followed by the examination of the relationship between creativity and entrepreneurship. The integration of creativity into entrepreneurship is then discussed, followed by conclusion and suggestions for potential implications for future research.

Get the chapter in English now.

Learning Perspectives on Digital Embodied Creativity Training (free scientific paper)

As training is increasingly digitalised in general education it becomes relevant to evaluate this new medium for learning. This is particularly true in the field of embodied creativity training because of its strong focus on the embodiment of creative skills. This paper evaluates potential levels of competence development when using a digital embodied creativity training program and it discusses the related themes of motivation for and transfer of learning.

The paper finds that while digital embodied creativity training, through its gamification possibilities, might increase personal engagement and motivation inside and outside the classroom, the training should reflect relatable situations to real-life experiences to increase the transfer effect. The opportunity for skills acquisition from distance learning seems paramount, even though digital embodied creativity training may not support all educational aims right now, as some skills may be easier to acquire in face-to-face training settings. Further improvements in technology could change this in the near future. The paper stresses the need for further research on this emerging topic of digital embodied creativity training. I co-authored this paper with Sandra Dingli, Shirley Pulis Xerxen, Kristian Brøndum, Patricia Nunez, Liisa Irene Hänninen and Chaoying Tang.

Juego de Cartas con Combinaciones Creativas (free toolkit)

Need to introduce serious creativity training in your classes in a serious and engaging way. This free toolkit will significantly advance your students/pupils creative skills through gaming. It is a mix and match game focused on making new combinations of existing products. It has been designed based on historically important creativity research. I invented this toolkit in collaboration with colleagues from Complutense University in Madrid and it has been published in an open access version by CÁTEDRA.

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