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Dermot Breslin – Journal of Creative Behavior, 2025
Recent research has shown that virtual settings can negatively impact interactions within groups. However, few empirical studies have looked at group creative processes in virtual teams, with most research to date focusing on individuals. To address this gap, an experimental study was carried out to compare the creative performance of groups in…
Descriptors: Group Behavior, Creativity, Creative Thinking, Computer Mediated Communication
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Chenxi Liu; Leqi Li; Zhe Gong – Journal of Creative Behavior, 2024
In the current research, we developed and tested a Cyber Malevolent Creativity Behavior Scale (CMCBS), which contains 11 items in three dimensions and aims to measure the degree of individuals' cyber malevolent creativity through malevolent creative behaviors in their lives. The results revealed satisfactory reliability with Cronbach's [alpha]…
Descriptors: Test Construction, Test Validity, Creativity, Behavior
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Ching-Huei Chen; Hui-Chin Yeh – Technology, Pedagogy and Education, 2025
The purpose of this study aimed to investigate the impact of incorporating a scripted collaborative learning strategy into digital storytelling (DST) on the vocabulary acquisition, creativity and writing skills of EFL college students. While DST has been previously utilised in English language education, it faces several challenges. To address…
Descriptors: Undergraduate Students, Engineering Education, English (Second Language), Story Telling
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Ninh Nguyen; Thac Dang-Van; Tan Vo-Thanh; Trung Dam-Huy Thai; Hoang Viet Nguyen – Education and Information Technologies, 2025
Researchers have increasingly engaged in academic communities on social networking sites (SNSs). This study seeks to examine the impact of academic community engagement on Facebook (ACEF) on researchers' creative behaviour and work performance, with the mediating mechanisms of relationship quality and knowledge sharing. Data were obtained from 213…
Descriptors: Communities of Practice, Social Media, Web Sites, Computer Mediated Communication
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Li, Chun; Mu, Xiaolin; Tan, Yuanyuan; Gu, Chuanhua; Hu, Bi Ying; Fan, Cuiying – Interactive Learning Environments, 2023
Much research on brainstorming has found that the power of a team can stimulate individual creativity, and that this influence is more prominent in computer-mediated online interactions. However, creativity appears to depend on the outcome of combining certain environmental factors with certain kinds of Individual characteristics. Two experiments…
Descriptors: Brainstorming, Cues, Environmental Influences, Creativity
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Muhammad Mujtaba Asad; Safdar Hussain – Journal of Applied Research in Higher Education, 2024
Purpose: Education 4.0 is one of the major transformations in the field of education to improve the quality of teaching and learning processes and prepare students as 21st-century learners. This study aims to examine the effect of Educations 4.0 on creative and collaborative learning of students. Design/methodology/approach: In this correlational…
Descriptors: Foreign Countries, Graduate Students, Masters Programs, 21st Century Skills
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Patrick W. Horton – Music Education Research, 2024
Scholars have often highlighted the intrinsic features of technology to support the generation and sharing of ideas (Craft 2011). By studying user interactions within informal online communities, researcher can elucidate the ways technology impacts creativity and learning within these groups. This qualitative content analysis (Hsieh and Shannon…
Descriptors: Creativity, Musical Composition, Communities of Practice, Electronic Learning
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Pi, Zhongling; Yang, Jiumin; Hu, Weiping; Hong, Jianzhong – Interactive Learning Environments, 2022
An emerging body of research has focused on students' creativity in group contexts, with the assumption that students could be inspired by peers' ideas. Although students' openness and attention to peers' ideas are claimed to play important roles in their creativity in group settings, there is little empirical research that tests this assumption.…
Descriptors: Personality Traits, Creativity, Attention, Peer Relationship
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Green, Tim D.; Besser, Erin D.; Donovan, Loretta C. – TechTrends: Linking Research and Practice to Improve Learning, 2021
While the video discussion tool Flipgrid has increasingly become popular among educators, limited research has been conducted with Flipgrid as the subject. The research on Flipgrid has focused, to date, primarily on single-case uses. These studies have been beneficial in examining how Flipgrid is being used in isolated contexts. The goal in…
Descriptors: Teacher Attitudes, Technology Uses in Education, Video Technology, Discussion
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Crowne, Kerri Anne – Journal of Teaching in International Business, 2023
Scant research exists on international student status and global virtual teams (GVTs). Yet, study abroad post-COVID-19 Pandemic is rebounding and GVTs are frequently used in classrooms and workplaces. This article fills this literary gap through developing and testing models examining student status, performance, creativity, and leadership, while…
Descriptors: Foreign Students, Status, Performance, Creativity
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Xinru Zhang; Zhongling Pi; Ruili Zhao; Huizhi Bai; Weiping Hu; Xue Wei; Nina Cai; Lingling Zhang – Interactive Learning Environments, 2023
This study aimed to understand the effect of task motivation on online group creative performance and interpersonal interaction. A total of 150 university students were recruited to collaborate online on creativity tasks in dyads. The members' task motivation was manipulated, resulting in three groups that differed in their motivation composition.…
Descriptors: Interpersonal Relationship, Interaction, Computer Mediated Communication, Group Discussion
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Jantakun, Thiti; Jantakun, Kitsadaporn; Jantakoon, Thada – Journal of Educational Issues, 2021
The objectives of the study are 1) to design STEAM education using Design Thinking Process through Virtual Communities of Practice (STEAM-DT-VCoPs), and 2) to evaluate the designed STEAM-DT-VCoPs. It divides the research procedures into two phases. The first phase is to design STEAM-DT-VCoPs, and the second phase is to evaluate the STEAM-DT-VCoPs.…
Descriptors: STEM Education, Art Education, Design, Communities of Practice
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Amy Stornaiuolo; Jennifer Higgs; Opal Jawale; Rhianne Mae Martin – English Teaching: Practice and Critique, 2024
Purpose: With the rapid advancement of generative artificial intelligence (AI), it is important to consider how young people are making sense of these tools in their everyday lives. Drawing on critical postdigital approaches to learning and literacy, this study aims to center the experiences and perspectives of young people who encounter and…
Descriptors: Artificial Intelligence, Digital Literacy, Writing (Composition), Positive Attitudes
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Peter Atherton – Prism: Casting New Light on Learning, Theory & Practice, 2023
This paper examines visual narratology as a way of presenting qualitative primary data. The paper is an autoethnographic study with the overall goal of helping educators understand their digital literacies in a time of uncertainty and flux. The researcher deployed thematic analysis as the organising methodological framework. This performative…
Descriptors: Ethnography, College Faculty, Digital Literacy, Pedagogical Content Knowledge
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Rukmini, Elisabeth; Emenike, Mary E.; Angelina, Hanna – Journal of Chemical Education, 2022
Comprehensive community development programs in a university provide the opportunity to bring awareness to diversity, inclusion, and equity in students' research projects. Unfortunately, the Indonesian higher education system is not yet fully inclusive of all of these issues. Students competed in a Student Creativity Program (PKM) project with…
Descriptors: Mentors, Teacher Student Relationship, Creativity, Creative Development
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