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Prain, Vaughan; Tytler, Russell – Research in Science Education, 2022
There is growing interest in the construct of "transduction", first introduced by (Kress, Cope and Kalantzis (eds), Multiliteracies: Literacy learning and the design of social futures pp.153-161, Routledge, 2000), p. 159) to name how meanings in one mode are remade in another. Science educators now broadly agree that students need to…
Descriptors: Science Education, Multiple Literacies, Science Process Skills, Semiotics
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Rafner, Janet; Wang, Qian Janice; Gadjacz, Miroslav; Badts, Thomas; Baker, Brendan; Bergenholtz, Carsten; Biskjaer, Michael Mose; Bui, Thomas; Carugati, Andrea; De Cibeins, Matthieu; Noy, Lior; Rahimi, Seyedahmad; Tylén, Kristian; Zana, Blanka; Beaty, Roger E.; Sherson, Jacob – Creativity Research Journal, 2023
For decades, researchers have struggled with measurement problems related to the "construct validity" of divergent and convergent thinking in creativity assessments. In response, some have called for battery-based approaches. Recently, digital games have emerged as a potential alternative, offering increased "scalability" and…
Descriptors: College Students, Creativity Tests, Nonverbal Tests, Abstract Reasoning
Emit Snake-Beings; Andrew Gibbons; Ricardo Sosa – Teaching and Learning Research Initiative, 2024
This study explores learner engagement with Advanced Computational Thinking (ACT) in the New Zealand digital curriculum. "Advanced" in ACT refers to an expansive, transdisciplinary, and future-looking understanding of computational thinking (CT). ACT promotes CT beyond narrow modes of problem-solving (abstraction, algorithmic thinking,…
Descriptors: Computation, Thinking Skills, Shared Resources and Services, Learner Engagement
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Lee, Yoonhee N.; Zhu, Meina – Computers in the Schools, 2022
Digital Game Based Learning (DGBL) was considered as an effective way to engage learners and enhance learning performance. This case study demonstrates a design case that uses DGBL to support writing practices using student-centered pedagogy in K-12 education. Minecraft is used as a tool of transferring students' imagination and abstract design to…
Descriptors: Video Technology, Computer Games, Game Based Learning, Learner Engagement
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Beneitone, Pablo; Yarosh, Maria – Research in Comparative and International Education, 2022
If we admit that students must be prepared for life and work in increasingly culturally-diverse and ever changing contexts through core curricula which are the competences that must be prioritized? What competences are 'strong candidates' to be considered as trans-regional and can lead to inclusive excellence in higher education? Does, this,…
Descriptors: Core Curriculum, Global Approach, Higher Education, Competence
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Rockliffe, Andrew; Mckay, Jane – Research in Education, 2023
In this paper, we present a novel approach to defining, teaching, and assessing creativity by examining its origins and delineating the processes involved. The rationale for introducing this framework developed from studying existing thinking and questioning the current metrics for measuring creativity, which we posit are unfit for purpose. We…
Descriptors: Teaching Methods, Creative Teaching, Creativity, Learning Processes