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Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
Nahide Gungordu; Maria Hernandez-Reif; David I. Walker; Stefanie A. Wind – International Journal of Child Care and Education Policy, 2025
The emergence of prosocial tendencies in early childhood is still not well understood and not commonly tested with direct measures. This study investigated predictors of prosocial behavior (i.e., prosocial decision-making and prosocial creativity) in 3-to-5-year-old children and explored the role of demographic factors on empathy and moral…
Descriptors: Empathy, Preschool Children, Prosocial Behavior, Predictor Variables
Darcie Kress; Matt Townsley – Journal of Research Initiatives, 2022
The focus on formulaic approaches to writing in today's classrooms can be problematic, for it may inadvertently cause the quality of students' writing to decline. The National Writing Project (NWP) provides teachers with professional development to learn how to effectively incorporate evidence-based practices into their writing instruction. The…
Descriptors: Writing Workshops, Creativity, Common Core State Standards, Writing Instruction
Eadaoin J. Slattery; Paula Lehane; Deirdre Butler; Michael O'Leary; Kevin Marshall – Review of Education, 2025
Minecraft is a popular digital game-based learning (DGBL) tool used in learning environments around the world. With increasing emphasis on evidence-informed practice and policymaking in educational systems, this paper systematically reviews the evidence base behind the use of Minecraft in improving academic, cognitive, motivational-affective and…
Descriptors: Game Based Learning, Computer Games, Educational Games, Children
Appel, Margie – Asia-Pacific Journal of Teacher Education, 2020
Serious damage to teacher professionalism is being triggered by the current performance dominated culture caused by neoliberal global conditions (performativity) in Australian schools. Many teachers are feeling severely compromised in their ability to offer quality teaching to their students. It is imperative that education policy makers and…
Descriptors: Job Performance, Teacher Evaluation, Foreign Countries, Professionalism
O'Connor, Adrian; Seery, Niall; Canty, Donal – International Journal of Technology and Design Education, 2018
Creativity and innovation are leading topics for the twenty-first century, not only in individual, cultural or social contexts but also within a wider perspective in business or economic development. For that reason, creative and innovative activities have started to feature in many design-based programs in second level education. Design and…
Descriptors: Design, Technology Education, Creativity, Innovation
Richard, Veronique; Lebeau, Jean-Charles; Becker, Fabian; Boiangin, Nataniel; Tenenbaum, Gershon – Creativity Research Journal, 2018
Movement creativity is a key factor in motor development in children, yet very few exercise programs promote the development of motor creativity in children. To address this gap in the literature, this study tested the effectiveness of a creative exercise program on children's motor and cognitive creativity, and their probability of adaptation to…
Descriptors: Creativity, Teaching Methods, Grade 4, Elementary School Students
Peteranetz, Markeya S.; Flanigan, Abraham E.; Shell, Duane F.; Soh, Leen-Kiat – IEEE Transactions on Education, 2018
Contribution: This paper provides evidence that computational creativity exercises (CCEs) can increase engineering students' learning in introductory computer science (CS1) courses. Its main contribution is its more rigorous treatment/control group research design that allows testing for causal influences of CCEs on student learning and…
Descriptors: Engineering Education, Evidence Based Practice, Problem Solving, Control Groups
Petch, Alison; Lightowler, Claire; Pattoni, Lisa; Watson, Ian – Evidence & Policy: A Journal of Research, Debate and Practice, 2014
This paper explores ways in which IRISS (Institute for Research and Innovation in Social Services) promotes the delivery of cost effective social services in Scotland that support the achievement of positive outcomes. The approach to evidence-informed practice is characterised as four pillars of activity. The first focuses on improving awareness…
Descriptors: Research and Development, Theory Practice Relationship, Innovation, Creativity
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice

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