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Torrance Tests of Creative…1
Showing 1 to 15 of 74 results Save | Export
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Chawin Chukusol – International Education Studies, 2025
This research aims to compare creative problem-solving skills and study the creative problem-solving process of learners before and after playing Go Game during activities outside the classroom. The sample group was 21 undergraduate students from the Faculty of Humanities and Social Sciences, Phetchaburi Rajabhat University who registered in the…
Descriptors: Problem Solving, Creativity, Undergraduate Students, Foreign Countries
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Jyun-Chen Chen; Chia-Yu Liu – Journal of Computer Assisted Learning, 2025
Background: Based on the embodied cognition perspective, interdisciplinary hands-on learning combines several disciplines, such as science, technology, engineering and mathematics (STEM), to improve students' capacity to solve real-world problems. Despite the popularity of interdisciplinary hands-on learning, particularly the six-phase 6E model,…
Descriptors: Interdisciplinary Approach, Experiential Learning, STEM Education, Problem Solving
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Qianru Li; Saifon Songsiengchai; Ada Marie G. Mascarinas – World Journal of Education, 2025
This study investigates the impact of 3DS MAX software on creative development and skills in art education at GUIZHOU UNIVERSITY, China. As digital technologies become increasingly integral to art education, understanding how 3D animation software influences students' creative capabilities and technical skills is crucial for developing practical…
Descriptors: Foreign Countries, Computer Software, Technology Uses in Education, Animation
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Jeffrey Mather – English in Education, 2025
While existing research has highlighted the benefits of reading and analysing comics in fostering critical thinking and multimodal literacy, few scholars have examined the pedagogical value of involving students in actively creating their own comics. Beyond developing technical and artistic skills, comics creation engages students in the affective…
Descriptors: Cartoons, Aesthetics, Cooperative Learning, Social Problems
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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
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Janet M. Haresnape; Ruth Gilbert; Heather Fraser – New Directions in the Teaching of Natural Sciences, 2024
A series of workshops offered to biology and health sciences students during June and July 2022 was primarily aimed to help students to understand and appreciate the employability benefits of engaging with practical science investigations. Such investigations are designed to help students develop not only practical, numerical and problem-solving…
Descriptors: Workshops, Job Skills, Employment Qualifications, Biology
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Özbek, Gülnur; Cho, Seokhee – Gifted Education International, 2023
This study aimed to examine project productions of gifted youths with real-life problems in the STEM domain in the Upper-Lower Groups according to their program evaluations. A mixed research design was used. Education program evaluations of 105 gifted youths, who were attending the Project Production and Management Program at Science and Art…
Descriptors: Foreign Countries, STEM Education, Academically Gifted, Program Evaluation
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Siti Fathonah; Edy Cahyono; Retno Sri Iswari; Sri Haryani; Sarwi Sarwi; Noer Hayati Lestari; Sri Kadarwati – Journal of Turkish Science Education, 2023
This research investigated how the multirepresentation-based creative problem-solving (MBCPS) learning model could enhance students' critical thinking skills in relation to the Nutritional Quality of Diet. The research subjects were 72 students of the Culinary Education study program in Nutrition Science, consisting of an experimental group of 36…
Descriptors: Critical Thinking, Problem Solving, Creativity, Thinking Skills
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Muhammet Fidan; Mustafa Fidan – Journal of Computer Assisted Learning, 2024
Background: Flipped classroom (FC) model has become increasingly popular in dental education (DE) with its strengths for students. However, major concerns are lack of interaction, unwillingness to complete the assignments, low engagement during the pre-class activities because of an unwell-designed instructional setting of FC. Objectives: The…
Descriptors: Flipped Classroom, Dentistry, Graduate Students, Video Technology
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Tippawan Meepung – Journal of Education and Learning, 2025
This study explores the development and evaluation of a digital learning ecosystem through metaverse experiences aimed at enhancing the competencies of modern digital entrepreneurs. The objectives were as follows: (1) to study the digital learning ecosystem through metaverse experiences, (2) to design and develop a digital learning ecosystem using…
Descriptors: Electronic Learning, Ecology, Artificial Intelligence, Skill Development
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Shu-Hsuan Chang; I-Cheng Lin; Po-Jen Kuo; Chia-Chung Kuo; Tsung-Han Tsai; Pin-Chien Liu; Yan-Ling Hsu; Pei-Ling Chien – Educational Technology & Society, 2025
Even though many experimental studies have considered nurturing creativity as an essential advantage in implementing STE(A)M (Science, Technology, Engineering, [Arts], and Mathematics) education, there is currently a lack of meta-analysis research on the effect of STE(A)M education on creativity to confirm that STE(A)M education can improve…
Descriptors: STEM Education, Art Education, Creativity, Program Effectiveness
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Yuningsih; Subali, Bambang; Susilo, Mohamad Joko – Anatolian Journal of Education, 2022
The creativity of high school students in Indonesia has not met the demands of 21st century because in general the students' thinking ability has not reached high-level thinking ability. The objectives of this study are: first, utilizing android technology to develop an Analogipedia module containing ecosystem teaching materials for high school…
Descriptors: Electronic Learning, Handheld Devices, Creativity, High School Students
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Najwa Alhosani; Ahmed Mohamed; Hala Elhoweris; Hanan Almarashdi – European Journal of STEM Education, 2025
The purpose of this study was to examine the effect of a Science, Technology, Engineering, Arts, and Mathematics (STEAM) enrichment program on grade 10 high-achieving students' creativity in science and problem-solving skills. The participants comprised a total of 87 students in grade 10 from three schools in Al Ain city, Abu Dhabi. The study used…
Descriptors: STEM Education, Art Education, Program Effectiveness, Academically Gifted
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Wibowo, Firmanul Catur – Journal of Technology and Science Education, 2023
Augmented Reality (AR) based learning provides real experiences for educators and new strategies for presenting physics concepts but also provides opportunities for students to interact interactively, spontaneously, and interestingly. Previous research has shown that AR has many advantages in education, but only a few focus on Independent…
Descriptors: Computer Simulation, Physics, Science Instruction, 21st Century Skills
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Cristina Di Giusto Valle; María-Camino Escolar-Llamazares; Tamara de la Torre Cruz; M. Isabel Luis Rico; Carmen Palmero Cámara; Alfredo Jiménez – Journal of Professional Capital and Community, 2024
Purpose: The efficiency of an educational program on entrepreneurial competence, Training the Potential Entrepreneur. Generation of an Educational Model for Entrepreneurial Identify (PEIEO) is evaluated in this study. Design/methodology/approach: Pre and post intervention tests were administered to an Experimental Group (EG) and a Control Group…
Descriptors: Entrepreneurship, Self Concept, Program Effectiveness, Individual Development
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