To what extent would creative problem solving instruction entail, cover, and transfer or result in creativity and innovation instruction?
If a person has been taught creative problem solving, to what extent has he been taught in creativity and innovation in general?
If one considers gamification in the context of creativity and innovation, it surfaces a strong practical or empirical context of either known or unknown problems/ contexts - cases where a known problem is given to the player to solve, versus cases where the player must first himself identify a problem to solve. It suggests creativity and innovation instruction can start with already known or evident problems, and transition to self discovering problems. Also that creativity and innovation teaching can be approached from the context of problems and problem solving.