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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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Chetna Gupta; Varun Gupta – IEEE Transactions on Education, 2024
Contribution: This article demonstrates and illustrates the implication of design-based learning (DBL) and plan, do, check, and act (PDCA) methodology to foster creativity, critical thinking, collaborative decision making, and communication skills ("C4") with realistic constraints, theory, and practical implementation in higher…
Descriptors: Engineering Education, Skill Development, Job Skills, Teaching Methods
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Su, Yu-Sheng; Shao, Mingming; Zhao, Li – Journal of Educational Computing Research, 2022
Scratch, a kind of visual programming software, has been widely used in instruction for primary school children. Scratch constructs a digital world for children to design, develop, and create coursework in which their creative thinking is fostered. Different instructional methods have been designed and implemented to stimulate children's creative…
Descriptors: Cognitive Mapping, Creative Thinking, Creativity Tests, Computer Software
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Kadyjrova, Lyajsan Habibulhakovna; Shamsutdinov, Rustem Nailevich – International Journal of Higher Education, 2020
In current conditions, without the ability to think outside the box, without the formed artistic-design competency that identifies the ability to create a design idea based on conceptual and creative approaches to solve the design problem, a specialist cannot be in demand, competitive in the professional field. The content of education in the…
Descriptors: Graphic Arts, Creativity, Thinking Skills, Skill Development
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Olszewski-Kubilius, Paula; Subotnik, Rena F.; Davis, Lauren Cassani; Worrell, Frank C. – New Directions for Child and Adolescent Development, 2019
How can high potential in childhood be transformed into outstanding adult accomplishment? Research indicates that individuals who become outstanding performers and producers have more than just raw talent in the domain or opportunities to develop their talent--they have the will, drive, and focus to take advantage of the opportunities with which…
Descriptors: Benchmarking, Talent, Talent Development, Individual Development
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Ng, Oi-Lam; Chan, To – British Journal of Educational Technology, 2019
The recent and popular "Maker" movement worldwide has revived conversations about creativity, hands-on "Making," arts and design, humans with tools and digital experiences beyond the flat-screen. However, such conversation mainly revolved outside the realm of formal education. This article presents two learning tasks, one in…
Descriptors: STEM Education, Teaching Methods, Video Technology, Teacher Attitudes
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Chassidim, Hadas; Almog, Dani; Mark, Shlomo – European Journal of Engineering Education, 2018
The project-oriented and Agile approaches have motivated a new generation of software engineers. Within the academic curriculum, the issue of whether students are being sufficiently prepared for the future has been raised. The objective of this work is to present the project-oriented environment as an influential factor that software engineering…
Descriptors: Student Projects, Active Learning, Teaching Methods, Computer Software
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McGuinness, Claire; Fulton, Crystal – Journal of Information Technology Education: Innovations in Practice, 2019
Aim/Purpose: This paper reports on a case study project which had three goals; to develop a suite of original interactive digital skills e-tutorials to be embedded in undergraduate and postgraduate courses; to evaluate the students' experience and engagement with the e-tutorials over one semester; and to explore their general attitudes towards…
Descriptors: Case Studies, Technological Literacy, Creativity, Undergraduate Students
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Sanabria, Jorge C.; Arámburo-Lizárraga, Jesús – EURASIA Journal of Mathematics, Science & Technology Education, 2017
As 21st century skills (e.g., creativity and collaboration) are informally developed by tech-savvy learners in the Digital Age, technology-based strategies to develop such skills in non-formal and formal contexts are necessary to reduce the gap between academic and business organizations on the one hand, and the revolutionary wave of self-taught…
Descriptors: Skill Development, Creativity, Art, Informal Education
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Zarzosa, Jennifer – Marketing Education Review, 2018
This article seeks to address the gap between marketing education and marketing practice by integrating a design-thinking (DT) methodology to the marketing research (MR) framework to achieve learning objectives that will enhance cross-functional, collaborative, conceptual, and technical skills. The mobile application marketing research project…
Descriptors: Interdisciplinary Approach, Marketing, Teaching Methods, Educational Objectives
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Akkanat, Çigdem; Gökdere, Murat – Asia-Pacific Forum on Science Learning and Teaching, 2015
The purpose of this study was to determine chemistry teachers' views of creativity. In this study, phenomenology method, one of the qualitative research patterns, was used. The participants of this study were 13 chemistry teachers working in Amasya. A semi-structured interview form was used for data collection. By using NVivo 9 qualitative…
Descriptors: Chemistry, Science Teachers, Teacher Attitudes, Creativity
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NORDSCI, 2018
This volume includes two sections of the 2018 NORDSCI international conference proceedings: (1) Education and Educational Research; and (2) Language and Linguistics. Education and Educational Research includes 22 papers relating to scientific topics in the full spectrum of education, including history, sociology and economy of education,…
Descriptors: Employment Qualifications, Doctoral Programs, Graduate Students, Career Readiness
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Glogoff, Stuart – Journal of Academic Librarianship, 1994
Describes the development of a Staff Creativity Lab at the University of Arizona library that was designed to help foster an atmosphere that encourages creative thinking by learning to use different microcomputers and new software and to develop new skills over networks. The selection of hardware and software is also discussed. (Contains eight…
Descriptors: Academic Libraries, Computer Networks, Computer Software, Creative Thinking
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Lynch, Collin F., Ed.; Merceron, Agathe, Ed.; Desmarais, Michel, Ed.; Nkambou, Roger, Ed. – International Educational Data Mining Society, 2019
The 12th iteration of the International Conference on Educational Data Mining (EDM 2019) is organized under the auspices of the International Educational Data Mining Society in Montreal, Canada. The theme of this year's conference is EDM in Open-Ended Domains. As EDM has matured it has increasingly been applied to open-ended and ill-defined tasks…
Descriptors: Data Collection, Data Analysis, Information Retrieval, Content Analysis
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Järvinen, Esa-Matti; Karsikas, Arto; Hintikka, Jouni – Journal of Technology Education, 2007
In authoritative teaching methods, whereby the teacher controls the social interaction and other classroom activities, the actions of many children are often in response to what they perceive to be the teacher's expectations and the requirements of traditional school evaluation practices, such as examinations and tests. In this kind of school…
Descriptors: Foreign Countries, Innovation, Technology Education, Ownership