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Carla Curado; Catarina Névoa; Lucía Muñoz-Pascual; Jesús Galende – Journal of Creative Behavior, 2025
This study identifies the configurations of personal and situational conditions that promote or inhibit creativity. We adhere to the Interactionist Model of Creative Behavior and Complexity Theory, adopting a qualitative research design. Data were collected via an online survey from 197 employees in the research and development departments of…
Descriptors: Employees, Creativity, Employee Attitudes, Behavior
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Simon M. Ceh; Alexander P. Christensen; Izabela Lebuda; Mathias Benedek – Creativity Research Journal, 2024
The present study explored the public conceptualization of creativity on Twitter through co-listed hashtags associated with #creativity in a million tweets. Exploratory Graph Analysis was used to identify a network of semantic clusters, and a pre-trained language model yielded the sentiment of the underlying tweets. The semantic clusters reflect…
Descriptors: Creativity, Social Media, Telecommunications, Semantics
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Wenjie Wang; Annabelle Black Delfin – Early Years: An International Journal of Research and Development, 2024
In children's early years, they frequently pretend, create and take on roles while engaging in the dramatic play area where symbols, language and culture are spontaneously developed and applied. Although abundant research has been conducted on sociodramatic play incorporating digital tools and using props, previous research has given less…
Descriptors: Language Acquisition, Handheld Devices, Telecommunications, Play
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Qing Wang; Hongfei Xiao; Hao Yin; Jiamin Wei; Shuo Li; Baoguo Shi – Journal of Creative Behavior, 2025
Creativity is an essential skill that is at the heart of 21st-century education. Mobile phone use occupies considerable amounts of time in people's lives and may influence creativity. However, few studies have linked mobile phone dependence (MPD) to adolescents' domain-specific creativity (science and art). This study investigated the relationship…
Descriptors: Creativity, Telecommunications, Handheld Devices, Addictive Behavior
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Liat Eyal; Talia Traister – International Association for Development of the Information Society, 2024
Multicultural classes in academia present challenges, intensified further in the context of online learning. Addressing these disparities requires innovative solutions to the challenges stemming from the diverse cultural backgrounds, religious affiliations, age disparities, varying learning skills, and differences in technology access. This study…
Descriptors: Handheld Devices, Telecommunications, Multicultural Education, Electronic Learning
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Weimiao Wu; Kyung Hee Park – Journal of Baltic Science Education, 2025
Engagement in science club activities at school has been identified as a crucial experience for developing creative self-efficacy while also fostering students' social and emotional growth. The effects of science club activities on students' creative self-efficacy were analyzed using difference verification and structural equation modeling in this…
Descriptors: Clubs, Secondary School Students, Science Education, Self Efficacy
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Alshawaf, Eman – TechTrends: Linking Research and Practice to Improve Learning, 2021
iPhoneography is the practice of capturing, enhancing, and sharing images using a smartphone device. With the emergence of image-based social media platforms that highlight the experience of making images, it becomes critical to examine how the act of creating images enhances comprehension of visuals. The practice of iPhoneography and image-based…
Descriptors: Social Media, Creativity, Telecommunications, Handheld Devices
Alejandro Bolaños García-Escribano, Editor; Mazal Oaknín, Editor – UCL Press, 2024
Through examples of literary and audiovisual translation teaching practices, "Inclusion, Diversity and Innovation in Translation Education" places a novel emphasis on equality, diversity and inclusion (EDI) synergising the latest research advancements in EDI and translation curricula. The contributors revisit how languages and…
Descriptors: Inclusion, Diversity, Translation, Equal Education
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Antonczak, Laurent; Burger-Helmchen, Thierry – Information and Learning Sciences, 2021
Purpose: The purpose of this study is to examine mobile technology as being a key apparatus and interface for collaborative innovation, which allows organisations to develop their information ecology. Design/methodology/approach: The qualitative research was performed by in-depth interviews, observations and field notes. The eight main interviews…
Descriptors: Telecommunications, Handheld Devices, Cooperation, Innovation
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Mao, Jih-Yu; Xiao, Jincen; Liu, Xin; Qing, Tao; Xu, Hongling – Creativity Research Journal, 2023
In this research, we explore how coworker ideation levels or, more specifically, the average ideation levels of coworkers within a workgroup affect a focal employee's ideation. We examine an underlying mechanism and a boundary condition of this influence process. Drawing on social cognitive theory, we argue that high coworker ideation levels are…
Descriptors: Work Environment, Employee Attitudes, Creativity, Self Efficacy
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Sharma, Ekta; Sharma, Sandeep; Gonot-Schoupinsky, Xavier P.; Gonot-Schoupinsky, Freda N. – Journal of Creative Behavior, 2022
Our study explored: (a) the feasibility of prescribing laughter to university students; (b) the efficacy of the prescription on creativity, well-being, affect, and academic efficacy (AE); and (c) the practicality of the Applied Creativity Test (ACT) conceived for this study. A convenience sample of healthy students (n = 70) aged 18-28 (78% female;…
Descriptors: Humor, Creativity, Well Being, Tests
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Shadiev, Rustam; Wang, Xueying; Liu, Taoying; Yang, Mengke – Interactive Learning Environments, 2023
Fifty-one learning strategies were developed and validated in this study to make language learners more knowledgeable about unfamiliar environments. The study tested the effectiveness of the strategies in improving the creativity of students. 75 university students participated in the study and they were divided into three groups: (1) students who…
Descriptors: Foreign Countries, Experiential Learning, English (Second Language), Educational Environment
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Marsh, Jackie; Plowman, Lydia; Yamada-Rice, Dylan; Bishop, Julia; Lahmar, Jamal; Scott, Fiona – British Journal of Educational Technology, 2018
This study is the first to systematically investigate the extent to which apps for children aged 0-5 foster play and creativity. There is growing evidence of children's use of tablets, but limited knowledge of the use of apps by children of children of this age. This ESRC-funded study undertook research that identified how UK children aged from 0…
Descriptors: Play, Young Children, Creativity, Computer Oriented Programs
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Gashoot, Moamer; Eve, Bob; Mohamed, Tahani – Journal of Education, 2023
In industrial design education, the curriculum should be structured to facilitate and advance student learning. The purpose of this work is to enhance the education by introducing mobile lectures and imbedded innovative approach to Bournemouth University (BU) Education, which will be employed by the lecturer in the years to come.
Descriptors: Industry, Design, Telecommunications, Handheld Devices
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Kim, Hye Jeong; Park, Ji Hyeon; Yoo, Sungae; Kim, Hyeoncheol – Educational Technology & Society, 2016
This article aims to examine the effects of an instructional model that leverages innovative technologies in the classroom to cultivate collaboration that improves students' comprehension, fosters their creativity, and enables them to better express and communicate their ideas through drawing. This discussion focuses on classroom interaction…
Descriptors: Educational Technology, Creativity, Handheld Devices, Telecommunications
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