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You have 30 days to explore Wonderland with an interactive storyline and charming characters.Earn EXP and relationship points with each character by talking to and interacting with them.Indeed, the concept enjoyed such strong popularity and intuitive appeal that no one bothered to check the facts.No one, that is, before two different research teams—Clarke Burnham with Kenneth Davis, and Joseph Alba with Robert Weisberg—ran another experiment using the same puzzle but a different research procedure.Speakers, trainers, training program developers, organizational consultants, and university professors all had much to say about the vast benefits of outside-the-box thinking.It was an appealing and apparently convincing message.For example, there have been some theories such as those of Schopenhauer (see his remarks about Genius) and Freud (see his remarks about Sublimation) that propose creativity is something more like a capacity provided by nature rather than one acquired or learned from the environment.

Yet participants’ performance was not improved even when they were given specific instructions to do so.In other words, the difference could easily be due to what statisticians call sampling error.Let’s look a little more closely at these surprising results.Would you like to guess the percentage of the participants in the second group who solved the puzzle correctly?Most people assume that 60 percent to 90 percent of the group given the clue would solve the puzzle easily. What’s more, in statistical terms, this 5 percent improvement over the subjects of Guilford’s original study is insignificant.

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