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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
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Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun – Higher Education Studies, 2025
This study aimed to synthesize and evaluate a STEAM Learning Ecosystem on Gamification System to Promote Innovators. The research was conducted in three phases: (1) synthesis, (2) development of the learning ecosystem, and (3) expert evaluation. The resulting ecosystem comprises three main elements: (1) STEAM Learning Ecosystem (Instructor,…
Descriptors: STEM Education, Art Education, Gamification, Innovation
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Tarattakan Pachumwon; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2025
This study introduces CAILE, a design thinking-driven conceptual framework for a Creative AI Learning Environment, designed to enhance programming skills. Evaluates clarity, appropriateness, and feasibility through expert judgment. Phase 1 synthesized 34 peer-reviewed studies (2019-2025) to articulate CAILE's structure across three layers: Inputs…
Descriptors: Creativity, Artificial Intelligence, Technology Uses in Education, Programming
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Li Li; Wichaya Yoshida; Jiraporn Chano – Higher Education Studies, 2025
The purpose of this study is to develop a hand-drawing curriculum to promote the students' creativity for Vocational College, so as to study its implementation effect. The participants were 40 students were sampled by cluster random sampling method majoring in interior design from the Guangxi Electrical Polytechnic Institute in Nanning, Guangxi in…
Descriptors: Foreign Countries, Art Education, Freehand Drawing, Creativity
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Ghudkam, Supachai; Chatwattana, Pinanta; Piriyasurawong, Pallop – Higher Education Studies, 2023
An imagineering learning model using advance organizers with the internet of things was developed to promote creative innovation for learners in the 21st century. It is an innovation initiated by integrating classroom learning and technology that connects with the internet of things. The objectives of this research were (1) to study and synthesize…
Descriptors: Advance Organizers, Models, Imagination, Problem Solving
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Teeraporn Plailek; Teeraphat Kitjarak; Weerayuth Plailek – Higher Education Studies, 2023
Creative problem-solving ability is one of the important skills that need to be developed within learners through appropriate and supportive learning experiences. This research aims to: (1) assess the students' creative problem-solving abilities after engaging in HyFlex learning combined with project-based learning; (2) evaluate the students'…
Descriptors: Problem Solving, Creativity, Active Learning, Student Projects
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Saenna, Watcharaporn; Phusee-orn, Songsak – Higher Education Studies, 2022
The purposes of the research were to: (1) create a scientific creativity measure for high school students; (2) examine the quality of the science creativity scale of the created test; (3) establish a benchmark for scientific creativity scores for high school students; and (4) study a scientific creativity level of students in the senior high…
Descriptors: Foreign Countries, Test Construction, High School Students, Creativity