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Tang, Zhichuan; Xia, Dan; Li, Xintao; Wang, Xinyang; Ying, Jichen; Yang, Hongchun – International Journal of Technology and Design Education, 2023
Creative idea generation plays an important role in design process. Our study aimed to use physiological signals to evaluate the effect of music on idea generation in individual and group conditions. Thirty graduate students with design experience were recruited to generate ideas for specific design topics and sketch these ideas. The experiment…
Descriptors: Graduate Students, Cognitive Processes, Creativity, Concept Formation
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Omar Abu Al-majd; Barana Belton – Asian-Pacific Journal of Second and Foreign Language Education, 2024
Ignoring technology in teaching English language in EFL contexts persuaded the researchers to do this study. In fact, this research looked at how Saudi Arabian EFL learners' academic achievement (AA), creativity, and academic buoyancy (AB) were affected by vocabulary acquisition with and without the use of technology. Fifty intermediate EFL…
Descriptors: Foreign Countries, English Language Learners, Vocabulary Development, Academic Achievement
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Xiaohong Liu; Jianjun Gu; Jinlei Xu – International Journal of Technology and Design Education, 2024
Creativity and problem-solving are 21st-century skills that students must have to respond to the complex world dominated by technology. Teaching activities integrating Design Thinking (DT) have the potential to cultivate individual skills. As future in-service teachers, pre-service teachers need to understand DT so as to be able to use it in their…
Descriptors: Preservice Teachers, Design, Cognitive Processes, Models
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Chen, Tan-I; Lin, Shih-Kai; Chung, Hung-Chang – Journal of Baltic Science Education, 2023
The combination of education and robots is becoming an increasingly important issue. Although researchers have conducted some studies on educational robotics in STEM education at the undergraduate level, no research examined the effects of gamified educational robotics on participants' motivation and creativity. Therefore, this study examines the…
Descriptors: College Students, Foreign Countries, STEM Education, Robotics
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Chang, Chu-Yang; Du, Zhengyi; Kuo, Hsu-Chan; Chang, Chih-Ching – IEEE Transactions on Education, 2023
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students' creativity and computational thinking (CT) skills. Background: With the growing importance of creativity…
Descriptors: Junior High Schools, Grade 7, Design, Cognitive Processes
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Román, Pedro Ángel Latorre; Vallejo, Antonio Pantoja; Aguayo, Beatriz Berrios – Creativity Research Journal, 2018
The purpose of this study was to evaluate the effectiveness of an aerobics games class on creativity in children during the school day. Participants were 96 students (age = 9.84 ± 1.12 years), 48 girls and 48 boys. The students were randomly assigned to the experimental group (EG, n = 48) or the control group (CG, n = 48). The Prueba de…
Descriptors: Exercise, Creativity, Games, Children
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Ertürkler, Aysen; Bagci, Hakan – Educational Research and Reviews, 2019
The aim of this study is to reveal a new and unique technique that can be used in music lessons and other courses and to determine the impact of the Enriched Creative Activities Program with the Aytürk Technique, which was developed by Ertürkler, on the creative thinking abilities of students. The study was designed according to a pretest-posttest…
Descriptors: Creative Activities, Creativity, Music, Music Education
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Suacamram, Mayuree – International Journal of Instruction, 2019
Creativity is essential for everyone; it will be one of their valuable assets that will become beneficial their organization. This study aims to develop a series of workshop classes to promote learners' creativity based on the C-K theory. This research method uses pretest-posttest control group design. The research is divided into three stages:…
Descriptors: Creativity, Teaching Methods, Theories, Design
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Brooks, Eva; Sjöberg, Jeannette – Designs for Learning, 2022
The presence of digital technologies in classroom settings is relentlessly getting stronger and has shown to have powerful playful qualities. In recent years, digital game-based learning (DGBL) has been introduced in schools. In this paper we explore game-based design activities to unfold playful and creative actions and interactions among…
Descriptors: Foreign Countries, Elementary School Students, Grade 3, Game Based Learning
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Ndiung, Sabina; Dantes, Nyoman; Ardana, I Made; Marhaeni, A. A. I. N. – International Journal of Instruction, 2019
This study aimed at finding out the effect of Treffinger creative learning model with RME principles on creative thinking skills by controlling numerical ability. This study was conducted to the fifth grade students of elementary schools in Manggarai regency using post-test only control group design of experiment. This study involved 101 fifth…
Descriptors: Models, Creative Thinking, Creativity, Creative Development
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Hidayanti, Winda Ismi; Rochintaniawati, Diana; Agustin, Rika Rafikah – Journal of Science Learning, 2018
This research investigated the effect of brainstorming on students' creative thinking skills in learning nutrition. The method that was used in this research is quasi experimental with pretest posttest design. The sample was taken by purposive sampling technique where one group was assigned as experimental group (n=25 students) and the other one…
Descriptors: Brainstorming, Creative Thinking, Thinking Skills, Nutrition
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Hsiao, Shih-Wen; Wang, Ming-Feng; Chen, Chien-Wie – International Journal of Technology and Design Education, 2017
Creativity is a critical aspect of competitiveness in all trades and professions. In the case of designers, creativity is of the utmost importance. Based on the perspective of industrial design, the relationship between creativity and time pressure was investigated in this study using control and experimental groups. In the first part of the…
Descriptors: Creativity, Time Management, Stress Variables, Industrial Arts
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Karaca, Tulin; Koray, Ozlem – Eurasian Journal of Educational Research, 2017
Purpose: The purpose of this study is to examine the effects of the creative reversal act (CREACT) used in teaching ecosystems topics on the creativity levels of middle school students. Research Methods: The research was conducted using a quasi-experimental design, a quantitative research method, and a pretest-posttest control group design. The…
Descriptors: Middle School Students, Creativity, Statistical Analysis, Pretests Posttests
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Ruggiero, Fabiana; Lavazza, Andrea; Vergari, Maurizio; Priori, Alberto; Ferrucci, Roberta – Creativity Research Journal, 2018
Creativity is the ability to come up with new and original solutions to problems. It is characterized along a dipole spectrum, with the opposing ends defined as convergent and divergent thinking. Previous studies have provided evidence that various cognitive functions and insight into non-verbal problems can be enhanced using non-invasive brain…
Descriptors: Creativity, Brain Hemisphere Functions, Lateral Dominance, Adults
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Luo, Lingling; Li, Peng; Zhang, Ping – Asian Journal of Education and Training, 2017
In order to test the feasibility of the curriculum system of TRIZ used in humanities and social science majors, this study will test whether it is effective to cultivate students' creativity and to train their ability to solve problems. This study designs the randomly experimental targets in the two control groups for pretest and post-test. This…
Descriptors: Humanities Instruction, Feasibility Studies, Comparative Analysis, Creativity
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