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Showing 1 to 15 of 55 results Save | Export
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Robert W. Maloy; Sai Gattupalli; Sharon A. Edwards – Mathematics Teacher: Learning and Teaching PK-12, 2024
How can elementary students use Google Slides to enhance their math problem-solving skills and creativity? Usable Math offers slideshows that pose a problem, provide hints, and ultimately reveal a solution. The intent of these slideshows is to provide extended opportunities to understand and practice mathematics skills. In this fourth-grade…
Descriptors: Grade 4, Mathematics Education, Peer Teaching, Student Developed Materials
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Parwoto Parwoto; Sitti N. Ilyas; Muhammad Y. Bachtiar; Kartini Marzuki – South African Journal of Childhood Education, 2024
Background: Early childhood education (ECE) is crucial in cultivating creativity, especially in today's tech-savvy world. This study explores the impact of collaborative project-based learning (PjBL) with computer and play motivation on kindergarten children's creativity. Aim: Our research aimed to determine if collaborative PjBL, combined with…
Descriptors: Creativity, Kindergarten, Student Projects, Active Learning
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Özeren, Seçil; Top, Ercan – Malaysian Online Journal of Educational Technology, 2023
This research aims to reveal the effects of using augmented reality applications on seventh-grade secondary school students' academic achievement and motivation and to identify students' views on augmented reality applications. For this purpose, the augmented reality application called "CellAR" has been developed for the "Cell and…
Descriptors: Computer Simulation, Academic Achievement, Student Motivation, Secondary School Students
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Furtasan Ali Yusuf – Journal of Pedagogical Research, 2025
The development of digital technology has driven a transformation in learning approaches in higher education to support the strengthening of 21st-century skills among students. This study aims to analyze the influence of Augmented Reality-Integrated Project-Based Learning on students' creative innovation, computational thinking, and academic…
Descriptors: Technology Uses in Education, Computer Simulation, Student Projects, Active Learning
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Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
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Robin H. Willemsen; Isabelle C. de Vink; Evelyn H. Kroesbergen; Ard W. Lazonder – Journal of Creative Behavior, 2024
This intervention study examined the effectiveness of instructional support tailored toward two techniques (i.e., random associations and constraint identification) to strengthen children's creative problem-solving skills within upper-elementary science education. Five inquiry-based science lessons with ample opportunity for creative…
Descriptors: Problem Solving, Elementary School Students, Intervention, Science Education
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Arnie Novianti Zulkarnain; Eka Cahya Prima; Nanang Winarno; Bevo Wahono – Journal of Science Learning, 2024
Students believed physics was one of the most challenging sciences in education, and their interest in learning physics was lacking. Therefore, this study aims to enhance students' understanding and creativity in the STEAM learning system on electricity by creating a project (Paper Circuit) using the students' creativity at the junior high school…
Descriptors: Electronic Equipment, Paper (Material), STEM Education, Creativity
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Chang, Chu-Yang; Du, Zhengyi; Kuo, Hsu-Chan; Chang, Chih-Ching – IEEE Transactions on Education, 2023
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students' creativity and computational thinking (CT) skills. Background: With the growing importance of creativity…
Descriptors: Junior High Schools, Grade 7, Design, Cognitive Processes
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Paulina Haduong; Karen Brennan – Computer Science Education, 2025
Background and Context: Learning to create self-directed and personally authentic programming projects involves encountering challenges and learning to get unstuck. Objective: This article investigates how one U.S. fourth-grade classroom engaged in practices which emphasized community supports, in the context of the classroom's implementation and…
Descriptors: Grade 4, Computer Science Education, Instructional Design, Programming
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Unahalekhaka, Apittha; Bers, Marina Umaschi – Education and Information Technologies, 2022
Project-based assessment has been used to evaluate coding projects created by students for a long time. Nevertheless, there is a lack of rigorously tested project-based coding rubrics that are developmentally appropriate for early childhood. This study presented the development and testing of a coding rubric to evaluate children's creations with…
Descriptors: Elementary School Students, Grade 1, Grade 2, Student Projects
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Bradley Foust; Ivonne Chand O'Neal – Journal for Learning through the Arts, 2023
Modern schools face constant challenges that require careful attention to both academic and emotional needs of their students. In response, schools and districts across the country are increasingly turning to the arts to build social-emotional learning capacity, increase resilience, boost student achievement, provide students with creative, active…
Descriptors: Art, Social Isolation, Sense of Belonging, Psychological Patterns
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Deveci, Isa – Research Issues in Contemporary Education, 2022
This research was designed to examine the effect of guided inquiry-based learning (GIBL) integrated with enterprise education (EE) entrepreneurial competencies (perseverance, creativity, professionalism) on the part of 74 eighth grade Turkish students. A quasi-experimental design was used for conducting this research. The intervention process was…
Descriptors: Outcomes of Education, Inquiry, Active Learning, Entrepreneurship
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Dacombe, Jo – FORUM: for promoting 3-19 comprehensive education, 2020
Artist Jo Dacombe remembers a school residency when she was working as an Associate Artist at Nottingham Contemporary, a large contemporary arts centre. Through the residency, she worked with a group of primary children of mixed ages to explore themes from the exhibition Rights of Nature. She describes the experience for the children, the nature…
Descriptors: Arts Centers, Exhibits, Elementary School Students, Environmental Education
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Kirici, Merve Gül; Bakirci, Hasan – Journal of Pedagogical Research, 2021
This research aims to examine the effect of science, technology, engineering and mathematics (STEM) supported research-inquiry-based learning approach on the scientific creativity of 7th grade students. A pre-test and post-test quasi-experimental design with the control group was adopted into the research. The participants of this research were 64…
Descriptors: STEM Education, Active Learning, Inquiry, Scientific Research
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Ritonga, Doris Apriani; Damanik, Suryadi; Damanik, Saipul Ambri; Suprayitno; Priyambada, Galih – International Journal of Education in Mathematics, Science and Technology, 2022
From the class of 2018 to 2020, researchers found several weaknesses faced by physical education (PE) teachers in elementary schools in developing active learning. One of the very basic weaknesses is the low creativity and innovation of teachers in developing basic movement skills and character values with a play approach, and in this case,…
Descriptors: Elementary School Students, Elementary School Teachers, Physical Education Teachers, Active Learning
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