NotesFAQContact Us
Collection
Advanced
Search Tips
Audience
Teachers1
Laws, Policies, & Programs
No Child Left Behind Act 20011
Assessments and Surveys
What Works Clearinghouse Rating
Showing 1 to 15 of 45 results Save | Export
Peer reviewed Peer reviewed
Direct linkDirect link
Gongbo Luo; Changsong Niu; Lu Lu; Ling Wu; Lin Huang – Education and Information Technologies, 2025
University students are increasingly using generative artificial intelligence (AI) tools in creative tasks. Drawing from the literature on AI-human interaction and team creativity, the present study developed a moderated mediating model regarding the effects of generative AI on team creativity. To validate the developed model, a questionnaire…
Descriptors: Artificial Intelligence, Teamwork, Cooperative Learning, Creativity
Peer reviewed Peer reviewed
Direct linkDirect link
Andrew King; Bogdan Marculescu; Tong He – Higher Education Research and Development, 2025
This article introduces a framework for transforming Higher Education Institutions (HEIs) through Heterotopic Affinity Spaces (HAS). Our model suggests HAS can shift traditional power dynamics by enhancing learner agency. Drawing on studies of affinity spaces and heterotopias, we present these spaces as free from the restrictions of formal…
Descriptors: Foreign Countries, College Students, College Faculty, Student Empowerment
Peer reviewed Peer reviewed
Direct linkDirect link
Hui Zhao; Ying Huang; Bangdan Liu; Mengjiao Han – Journal of Creative Behavior, 2025
Multilevel scientific creativity of college students has gained increasing scholarly attention. However, the double-edged effects of a playful climate on creativity have often been overlooked, while single-level theoretical frameworks have hindered the understanding of complex scientific creative processes. In this review, the relationship between…
Descriptors: Foreign Countries, College Students, College Science, Science Education
Peer reviewed Peer reviewed
Direct linkDirect link
Ana Jesús López-Menéndez; Rigoberto Pérez-Suárez – Review of Education, 2025
Econometrics has become increasingly important in Economics and Business degrees, since it appears to be narrowly related to several main skills and competencies as information management, creativity, problem-solving or decision-making. Furthermore, the development of information technologies, including econometric software, makes it possible to…
Descriptors: Teamwork, Economics, Models, Information Management
Peer reviewed Peer reviewed
Direct linkDirect link
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
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Lee, Julia; Lim, Ruxin; Mohamad, Fitri S.; Chan, Kim Geok; Mas'ud, Faizah – Journal of University Teaching and Learning Practice, 2023
Collaborative creativity is an essential skill for unleashing university students' skills in team building during complex problem-solving. The aim of this descriptive quantitative research was to examine undergraduate students' perspectives regarding their collaborative creativity experience as game creators for a gamification group assignment…
Descriptors: Cooperative Learning, Creativity, Undergraduate Students, Gamification
Peer reviewed Peer reviewed
Direct linkDirect link
Shah, Naimatullah; Bano, Safia; Saraih, Ummi Naiemah; Abdelwahed, Nadia A. Abdelmegeed; Soomro, Bahadur Ali – Education & Training, 2023
Purpose: In the digital age, the development of students' career intentions requires serious concentration since these are associated with the students' future employment and, ultimately, their survival. This study attempted to demonstrate in Pakistan's Higher Educational Institutes ("HEIs") the role of soft skills towards the students'…
Descriptors: Career Development, Occupational Aspiration, Soft Skills, Skill Development
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Hüseyin Çakir – Journal of Learning and Teaching in Digital Age, 2025
This study aims to understand students' views on project development in coding and robotics courses. Focusing on student study groups in this field seeks to provide a broad view using qualitative and quantitative methods. The study group consists of students taking the coding and robotics course. A semi-structured interview form developed by the…
Descriptors: Student Attitudes, Program Development, Coding, Robotics
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Zaher, Aziza; Kassem, Niveen – Research-publishing.net, 2022
The year abroad is one of the most exciting yet challenging aspects of studying modern languages. In addition to the difficulties that all students face in transitioning to the year abroad, students of Arabic face the challenge of Arabic diglossia, given the existence of different written and spoken language varieties. To help with the transition…
Descriptors: Employment Potential, Study Abroad, College Students, Job Skills
Peer reviewed Peer reviewed
Direct linkDirect link
You, Ji Won – Higher Education: The International Journal of Higher Education Research, 2021
Pursuing creativity through collaboration with others is an important learning goal in education. The purpose of this study is to investigate how team goal orientations are related to team creativity and team achievement in collaborative learning contexts with the aim of providing a supportive environment for creative learning. Learning…
Descriptors: Creativity, Teamwork, Goal Orientation, Cooperative Learning
Peer reviewed Peer reviewed
Direct linkDirect link
Bartolomé, E.; Ruete, R. – European Journal of Engineering Education, 2020
A "Study and Research Path" (SRP) is a model, based on the Anthropological Theory of the Didactic (ATD), which describes the inquiry processes that take place when a new, generating question (Q[subscript 0]) is considered. The investigation of the question through different study and inquiry approaches leads to a rooted tree sequence of…
Descriptors: Engineering Education, Inquiry, Teaching Methods, Theories
Peer reviewed Peer reviewed
Direct linkDirect link
Blakeman, Robyn; Taylor, Maureen – Journal of Advertising Education, 2019
As a communication tool, the creative brief should seamlessly blend business goals with creative vision. This article investigates the role the creative brief plays as an internal communication tool between account and creative teams. Two data sets were collected. Two open-ended e-mail surveys gathered responses from 33 agency account management…
Descriptors: Creativity, Advertising, Teaching Methods, Assignments
Peer reviewed Peer reviewed
Direct linkDirect link
Riikonen, Sini – International Journal of Technology and Design Education, 2020
This article presents an approach to creating sources of inspiration through a collaborative concept design that was developed and observed during a future visioning concept design project concerning the theme of "performance wear," which was conducted at the University of Helsinki for second-year textile student teachers. During the…
Descriptors: Design, Performance, Clothing, Textiles Instruction
Peer reviewed Peer reviewed
Direct linkDirect link
Jiang, Hui; Zhang, Qing-Pu; Zhou, Yang – Journal of Creative Behavior, 2018
To assess the dynamical effects of creative interaction networks on team creativity evolution, this paper elaborates a theoretical framework that links the key elements of creative interaction networks, including node, edge and network structure, to creativity in teams. The process of team creativity evolution is divided into four phases,…
Descriptors: Creativity, Longitudinal Studies, Teamwork, Networks
Peer reviewed Peer reviewed
PDF on ERIC Download full text
Arnab, Sylvester; Clarke, Samantha; Morini, Luca – Electronic Journal of e-Learning, 2019
This article discusses the application of game design thinking as a learning process for scaffolding co-creativity in Higher Education based on the GameChangers initiative (gamify.org.uk) part-funded by the Higher Education Funding Council of England (HEFCE). Taking into account the relationship between play, technology and learning, the game…
Descriptors: Creativity, Video Games, Design, Teaching Methods
Previous Page | Next Page »
Pages: 1  |  2  |  3