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Showing 1 to 15 of 111 results Save | Export
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Chawin Chukusol – International Education Studies, 2025
This research aims to compare creative problem-solving skills and study the creative problem-solving process of learners before and after playing Go Game during activities outside the classroom. The sample group was 21 undergraduate students from the Faculty of Humanities and Social Sciences, Phetchaburi Rajabhat University who registered in the…
Descriptors: Problem Solving, Creativity, Undergraduate Students, Foreign Countries
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Miller, Angie L. – Creativity Research Journal, 2023
This study explores how exposure to creative coursework during one's education can influence a variety of educational, career, and community involvement outcomes for arts alumni. Data were drawn from over 40,000 undergraduate-level arts alumni from the 2015, 2016, and 2017 administrations of the Strategic National Arts Alumni Project (SNAAP). A…
Descriptors: Creativity, Predictor Variables, Outcomes of Education, Alumni
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Xiaomei Li; Ruiyi Li – Innovations in Education and Teaching International, 2025
Nowadays, gamification has gained widespread acceptance in education. However, limited studies have focused on whether and how game-based learning impacts university students' creativity. This study aims to explore the relationship between university students' engagement in game-based learning and their creativity. By drawing upon flow theory…
Descriptors: Foreign Countries, Gamification, Game Based Learning, Creativity
Tricia Zinecker – ProQuest LLC, 2024
There has long been a need for a larger body of data supporting the difference in achievement among students educated in an environment rich in the arts. The 21st century has seen an emphasis on Science, Technology, Engineering, and Math (STEM) education to prepare students for future jobs in STEM fields. Global competition for technological…
Descriptors: STEM Education, Art Education, Academic Achievement, Program Effectiveness
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Jia Zhang – Interactive Learning Environments, 2024
The present research analyses the growing popularity of the trumpet musical instrument in modern Chinese music. The research purpose is to examine the use of the technique of polyphony in trumpet players and its impact on the creative development of trumpet students. The sample consisted of 496 Chinese trumpeters who participated in brass band…
Descriptors: Foreign Countries, Music Education, Musical Instruments, Teaching Methods
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Maribeth Kradel-Weitzel; Dana Scott – Assessment Update, 2025
Educational systems must equip students with skills to thrive in volatile, uncertain, complex, and ambiguous environments. Creativity is an essential skill for both success and resiliency in such an environment, but not all curricula explicitly prioritize creativity skills. Thomas Jefferson University's Creativity Core Curriculum has proactively…
Descriptors: Higher Education, Undergraduate Study, Creativity, College Curriculum
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Lori Czerwionka; Andrés Obando-Taborda; Jhon Quiroga Varon; Gabriel Ríos-Rojas; Kirsten A. Davis – Hispania, 2025
Current approaches to language teaching highlight the importance of Language for Professions and Specific Purposes (LPSP) courses. These courses not only prepare learners for professional tasks but also foster twenty-first-century skills like problem-solving, creativity, and collaboration. Despite the growing body of LPSP research, there is a…
Descriptors: Second Language Instruction, 21st Century Skills, Problem Solving, Creativity
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Hao He; Noah Glaser; Dana AlZoubi; K. Rende Mendoza; Heather K. Hunt; Suzanne Burgoyne – Discover Education, 2023
In response to the underemphasis on creativity in college engineering education and the limited knowledge and skills of early-career engineering faculty to nurture students' creativity, the Creativity Academy was designed as a faculty development program. Using theatre-based approaches, the program aimed to train early-career engineering faculty…
Descriptors: Theater Arts, Creativity, Engineering Education, College Faculty
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Qianru Li; Saifon Songsiengchai; Ada Marie G. Mascarinas – World Journal of Education, 2025
This study investigates the impact of 3DS MAX software on creative development and skills in art education at GUIZHOU UNIVERSITY, China. As digital technologies become increasingly integral to art education, understanding how 3D animation software influences students' creative capabilities and technical skills is crucial for developing practical…
Descriptors: Foreign Countries, Computer Software, Technology Uses in Education, Animation
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Leda Cempellin; Elizabeth Payne Tofte; Tyler M. Miller; Pat Crawford – Journal of Campus Activities Practice and Scholarship, 2025
This study examines the impact of Artist-in-Residence (AiR) programs on college students' creative behaviors. By surveying undergraduates, we found that art majors, compared to nonmajors, exhibited greater intentions to engage in creative behaviors following interactions with the AiR. These students also felt more social pressure to be creative,…
Descriptors: Artists, Undergraduate Students, Majors (Students), Nonmajors
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Katja Fleischmann – International Journal of Technology and Design Education, 2025
Design education traditionally centers around the critique as a pivotal assessment process, fostering the development of both explicit and tacit knowledge within the physical studio environment. Ideally, the critique encourages students to develop their creativity, sharpen their thought processes and refine their technique. This study contributes…
Descriptors: Design, Technology Uses in Education, Educational Technology, Program Effectiveness
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Jeffrey Mather – English in Education, 2025
While existing research has highlighted the benefits of reading and analysing comics in fostering critical thinking and multimodal literacy, few scholars have examined the pedagogical value of involving students in actively creating their own comics. Beyond developing technical and artistic skills, comics creation engages students in the affective…
Descriptors: Cartoons, Aesthetics, Cooperative Learning, Social Problems
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Lee, Kyung-Hwa; Bae, Cheol-Woo; Park, Jung-kil – International Journal of Instruction, 2022
The purpose of this study was to examine the effect of storytelling and peer coaching classes on the future creativity confluence competency (F3C) and Creativity of University students. To this purpose, an experiment was conducted on 96 university students who took storytelling class and the peer coaching class at S University located in Seoul in…
Descriptors: Story Telling, Peer Teaching, Coaching (Performance), Program Effectiveness
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Chayaporn Kaoropthai – Higher Education, Skills and Work-based Learning, 2025
Purpose: Design thinking, as a creative and innovative methodology, has been proposed as a process for non-designers to address complex problems. The purpose of this study was to investigate the effectiveness of using design thinking to foster English-major students' team creativity and collaboration. Design/methodology/approach: This study…
Descriptors: Majors (Students), Teamwork, Creativity, Cooperation
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