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Darian Stapleton; Thalia R. Goldstein – Journal of Creative Behavior, 2025
Understanding the impacts of digital media such as video games is critical for scholarship during the digital transformation. While the literature on the effects of video games continues to grow, there is little work on positive effects, including creativity, either as an outcome from or process within games. Video games are a media type that…
Descriptors: Video Games, Creativity, Problem Solving, Play
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Amber Beisly; Anne Moffitt – Early Childhood Education Journal, 2025
When children engage in play, they develop essential skills like creativity, flexibility, imagination, and problem-solving. Children who engage in STEAM (Science, Technology, Engineering, Arts, and Math) activities also build similar skills. Both play and STEAM enable children to ask questions, try different solutions, and develop explanations for…
Descriptors: STEM Education, Art Activities, Creative Development, Creativity
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Degner, Kate – Mathematics Teacher: Learning and Teaching PK-12, 2022
Using question 28 from the May Problems to Ponder in volume 114, the author and her seventh- and eighth-grade students launched into a discussion of creativity, linearity, piecewise, and recursive definitions of functions. This pattern to ponder provided rich mathematical opportunities for all students in her middle school classroom.
Descriptors: Middle School Mathematics, Middle School Students, Play, Creativity
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Timiny Bergstrom – Journal of Outdoor and Environmental Education, 2025
Nature experiences have been shown to have a number of positive impacts on adults and children (Louv, 2012; Williams, 2017). These benefits include an improvement of one's ability to direct their attention, a reduction in the symptoms of stress, and an increase in creative play. Attention Restoration Theory (Kaplan & Kaplan, 1989), Stress…
Descriptors: Environmental Education, Outdoor Education, Outcomes of Education, Suburban Schools
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Jessica Mantei; Lisa Kervin – Qualitative Research Journal, 2025
Purpose: Being "literate" is well established as key to active civic participation, right from the earliest years of life. Young children's natural curiosity and motivation to understand the world and their places within it through playful explorations offers rich opportunities for learning. Reported here are findings from a STEAM…
Descriptors: Play, STEM Education, Story Telling, Creative Activities
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Autaiwan Sriarun; Sarit Srikao; Nirat Jantharajit – Journal of Education and Learning, 2025
The study creates the development of the Experiential Learning Management Model (ELMM) for early childhood education, rooted in the Reggio Emilia approach. The Reggio Emilia approach, established in the 1960s in northern Italy, emphasizes collaborative learning among children, educators, and parents. This educational philosophy cultivates an…
Descriptors: Early Childhood Education, Experiential Learning, Learning Theories, Problem Solving
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Eugene Geist; D'wana Webb – Childhood Education, 2024
The standby wooden blocks that are prevalent in most high-quality early childhood classrooms are missing from most primary and elementary grades. The goal for block play in early childhood is to support learning in mathematics, science, art, literacy and language arts, physical development, social studies, and social and emotional growth. This…
Descriptors: Elementary Schools, Classroom Environment, Instructional Materials, Manipulative Materials
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Cremin, Teresa; Chappell, Kerry – Research Papers in Education, 2021
This paper is a critical systematic literature review of empirical work on creative pedagogies from 1990 to 2018. It responds to the increased international attention being afforded creativity and creative pedagogies in research, policy and practice and examines the evidence regarding creative pedagogical practices and the potential impact of…
Descriptors: Creativity, Teaching Methods, Creative Teaching, Concept Formation
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Rosen, Yigal; Jaeger, Garrett; Newstadt, Michelle; Bakken, Sara; Rushkin, Ilia; Dawood, Maneeza; Purifoy, Chris – International Journal of Information and Learning Technology, 2023
Purpose: Despite the fact that research on creativity and cognition have garnered the attention of researchers and practitioners for decades, there is a lack of valid, reliable, and accessible instruments for enhancing and measuring these critical skills. Leveraging research from The LEGO Foundation and in collaboration with BrainPOP and the…
Descriptors: Creative Thinking, Cognitive Ability, Measurement Techniques, Formative Evaluation
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Olivia Cornfield; Bertha Rodriquez Vazquez; Kelsey Holtaway – Journal of Early Childhood Literacy, 2025
This manuscript examines how the Children's Creativity Museum (CCM) in San Francisco supports the development of multimodal literacy and creative confidence through the Build the Change exhibit. Multimodal literacy emphasizes children's ability to communicate across visual, spatial, tactile, oral, and digital modes, while creative confidence…
Descriptors: Children, Creativity, Museums, Exhibits
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Buad Al Khales; Intisar Natsheh; Fathi Ihmeideh; Mina Kim – Education 3-13, 2024
This study aims to examine how five-year-old children demonstrate their learning through mathematical games in preschool settings in Palestine. It also explored the perspectives of children and teachers of different stages of play. The sample consisted of 90 children and 6 teachers. Children were guided to a wide range of mathematical games.…
Descriptors: Mathematics Instruction, Educational Games, Early Childhood Education, Foreign Countries
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Kaimal, Girija; Carroll-Haskins, Katrina; Berberian, Marygrace; Dougherty, Abby; Carlton, Natalie; Ramakrishnan, Arun – Art Therapy: Journal of the American Art Therapy Association, 2020
Virtual reality (VR) therapies have been used in health and mental health care settings. The applicability of VR expressive tools has not yet been examined adequately in the creative arts therapies. This pilot qualitative study reports on 17 participants' experiences with VR art-making tools to determine its relevance to art therapy practice and…
Descriptors: Computer Simulation, Art Therapy, Self Expression, Mental Health
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Kewalramani, Sarika; Palaiologou, Ioanna; Arnott, Lorna; Dardanou, Maria – European Early Childhood Education Research Journal, 2020
This paper presents findings from an on-going international study of early childhood educators' and children's use of new digital technologies, such as the Internet of Toys (IoToys) and the pedagogic interactions which occur when these artefacts are integrated into classrooms. Based on qualitative methodology, data have been collected in four…
Descriptors: Internet, Toys, Early Childhood Education, Technology Integration
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Murcia, Karen; Pepper, Coral; Joubert, Mathilda; Cross, Emma; Wilson, Sinead – Issues in Educational Research, 2020
We present research that explored digital coding in an Australian early years learning centre and how it impacted on a focus group of 3 and 4-year-old children's creativity. The questions that guided the design experimental method were: (1) how do young children develop and demonstrate creativity when learning through play with digital coding…
Descriptors: Foreign Countries, Preschool Children, Creative Thinking, Creativity
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Shechter, Taly; Eden, Sigal; Spektor-Levy, Ornit – Journal of Cognitive Education and Psychology, 2021
The objective of this study was to examine in what ways and to what extent preschoolers (5-6 years of age) manifest early Engineering Habits of Mind (EHoM) while engaging in an open-ended problem-solving construction task. The study comprised 228 children (120 boys and 108 girls). The study implemented a quantitative approach. The main research…
Descriptors: Preschool Children, Thinking Skills, Engineering, Problem Solving
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