Publication Date
| In 2026 | 0 |
| Since 2025 | 0 |
| Since 2022 (last 5 years) | 0 |
| Since 2017 (last 10 years) | 0 |
| Since 2007 (last 20 years) | 3 |
Descriptor
| Creativity | 3 |
| Predictor Variables | 3 |
| Creative Thinking | 2 |
| Elementary School Students | 2 |
| Grade 4 | 2 |
| Video Games | 2 |
| Academic Achievement | 1 |
| Achievement Gains | 1 |
| Achievement Tests | 1 |
| Aptitude Treatment Interaction | 1 |
| Children | 1 |
| More ▼ | |
Publication Type
| Journal Articles | 3 |
| Reports - Research | 2 |
| Reports - Evaluative | 1 |
Education Level
| Elementary Education | 3 |
| Grade 4 | 3 |
| Grade 5 | 2 |
| Intermediate Grades | 2 |
| Middle Schools | 2 |
| Elementary Secondary Education | 1 |
| Grade 8 | 1 |
| Junior High Schools | 1 |
| Secondary Education | 1 |
Audience
Location
Laws, Policies, & Programs
Assessments and Surveys
| Torrance Tests of Creative… | 1 |
| Trends in International… | 1 |
What Works Clearinghouse Rating
Hamlen, Karla R. – Journal of Educational Computing Research, 2013
Prior research has found common trends among children's video game play as related to gender, age, interests, creativity, and other descriptors. This study re-examined the previously reported trends by utilizing principal components analysis with variables such as creativity, general characteristics, and problem-solving methods to determine…
Descriptors: Video Games, Creative Thinking, Children, Factor Analysis
Fang, Zheng; Xu, Xianxuan; Grant, Leslie W.; Stronge, James H.; Ward, Thomas J. – Creativity Research Journal, 2016
Using Hofstede's culture dimensions and World Values Survey (WVS) dimensions, the study uses a series of multiple regressions to explore the relationship among national culture, creativity as measured by patents, economic productivity as measured by gross domestic product per capita, and student achievement as measured by Trends in International…
Descriptors: Creativity, Productivity, Surveys, Multiple Regression Analysis
Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games

Peer reviewed
Direct link
