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Marcos Cabezas-González; Sonia Casillas-Martín; Ana García-Valcárcel Muñoz-Repiso – Journal of Social Studies Education Research, 2024
Digital competence, the ability to use and understand technology effectively, is fundamental in today's society. For this reason, several programs have been launched in recent years to develop and improve it. DigiCraft, an educational program of the Vodafone-Spain Foundation that aims to give Spanish children access to quality training in digital…
Descriptors: Digital Literacy, Technological Literacy, Skill Development, Elementary School Students
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Lage-Gómez, Carlos; Ros, Germán – Gifted Education International, 2023
The study analyses the relationship between transdisciplinary integration, creativity and student motivation in three STEAM projects. It has been carried out over 3 years in a programme for gifted students. 152 students (11-12 years old), five teachers and four external professionals participated. The projects included a variety of scientific,…
Descriptors: Elementary School Students, Gifted, Gifted Education, STEM Education
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Rodríguez-Negro, Josune; Yanci, Javier – Educational Psychology, 2022
The aim of this study was to investigate the effects of two different physical education intervention programmes on cognitive functions (i.e. creativity, attention and impulse control) in primary education students. These dimensions were measured in 168 children (8-12 years) before and after two 8-week intervention programmes with different…
Descriptors: Physical Education, Elementary School Students, Teaching Models, Cognitive Ability
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Cristina Di Giusto Valle; María-Camino Escolar-Llamazares; Tamara de la Torre Cruz; M. Isabel Luis Rico; Carmen Palmero Cámara; Alfredo Jiménez – Journal of Professional Capital and Community, 2024
Purpose: The efficiency of an educational program on entrepreneurial competence, Training the Potential Entrepreneur. Generation of an Educational Model for Entrepreneurial Identify (PEIEO) is evaluated in this study. Design/methodology/approach: Pre and post intervention tests were administered to an Experimental Group (EG) and a Control Group…
Descriptors: Entrepreneurship, Self Concept, Program Effectiveness, Individual Development
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Mendez-Martinez, E.; Fernandez-Rio, J. – International Journal of Inclusive Education, 2021
The goal of this research project was to assess the effects of an intervention programme based on theatrical improvisation in three different groups of Asperger Syndrome adolescents. It was organised around 2 single individual case studies and one small group, which included 11 participants. Study 1: a 14-year-old female adolescent of high…
Descriptors: Asperger Syndrome, Pervasive Developmental Disorders, Intervention, Program Effectiveness
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Checa-Romero, Mirian; Pascual Gómez, Isabel – Technology, Pedagogy and Education, 2018
Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students' perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Program Effectiveness
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Barba-Sánchez, Virginia; Atienza-Sahuquillo, Carlos – Education & Training, 2016
Purpose: The purpose of this paper is to encourage entrepreneurship and creativity among primary school pupils than they acquire entrepreneurial skills through running a business. Design/methodology/approach: A pilot experience has been structured into three large phases: analysis of the starting situation; production of the materials and their…
Descriptors: Entrepreneurship, Teaching Methods, Elementary School Students, Interviews
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Frossard, Frederique; Barajas, Mario; Trifonova, Anna – Digital Education Review, 2012
This study presents an innovative pedagogical approach where teachers become game designers and engage in creative teaching practices. Within co-design training workshops, 21 Spanish primary and secondary school teachers have developed their own Game-Based Learning (GBL) scenarios, especially tailored to their teaching contexts and students…
Descriptors: Foreign Countries, Creativity, Secondary School Teachers, Creative Teaching