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The purpose of this study was to examine how to facilitate a context for creative-problem solving in a playful learning environment in tertiary education. Qualitative analyses of instructors' game design process indicated that different types of questions, which prompt problem solving from multiple perspectives, encouraged creative outcomes. Student-teachers demonstrated weakness in utilizing a creative problem-solving tool. The majority of the games that they designed collaboratively lacked novelty. Further studies of shifting perspectives during problem solving would provide insights for developing tools for creative problem-solving in order to inspire and empower teachers for designing creative curriculum.