In primary and high school settings across the world, wearable technologies are becoming more and more common. Augmented reality, is another increasingly common technology, which when combined with wearables, has the potential to benefit student learning in different settings. This combination can potentially be used to support problem-solving and creativity for children, a relatively unexplored area. In this work, an initial expiration is described about the contextual variables that can impact the levels of low to high creativity moments. Our goal is to use wearables and sensors to further minimize the gap between the topic of children's creativity by measuring moments of creative fixation and providing feedback in moments of low creativity to encourage creativity. The primary contributions of this work, are a preliminary pilot study with ten primary-school students (K-6), a presentation of our initial results and finally, an examination and discussion of how creativity in children can be supported or enhanced by combining wearable technology and augmented reality.