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Lindfors, Eila; Hilmola, Antti – International Journal of Technology and Design Education, 2016
The goal of this article is to clarify the concept of innovation and by presenting a research on the basic education outcome assessment data from an innovation learning perspective, answer to a question: Do students learn innovation in comprehensive education? The empirical information in this research is based on data collected in the national…
Descriptors: Educational Innovation, Foreign Countries, Elementary Secondary Education, Statistical Analysis
Yossef, Sameh Abdalraof Mahmoud; Rakha, Ahmed Hassan Hassan – Journal of Education and Practice, 2017
This research aims to identify the level of personal skills and leadership management at the Najran University in Saudi Arabia. And the efficiency of those skills in administrative creativity. Research sample amounted (39) administrative leaders at Najran University. Researchers designed two questionnaires for measuring personal and administrative…
Descriptors: Efficiency, Creativity, Leadership Qualities, Skill Analysis
Differential Learning as a Key Training Approach to Improve Creative and Tactical Behavior in Soccer
Santos, Sara; Coutinho, Diogo; Gonçalves, Bruno; Schöllhorn, Wolfgang; Sampaio, Jaime; Leite, Nuno – Research Quarterly for Exercise and Sport, 2018
Purpose: The aim of this study was to identify the effects of a differential-learning program, embedded in small-sided games, on the creative and tactical behavior of youth soccer players. Forty players from under-13 (U13) and under-15 (U15) were allocated into control and experimental groups and were tested using a randomized pretest to posttest…
Descriptors: Team Sports, Teaching Methods, Randomized Controlled Trials, Comparative Analysis
Sunardi; Waluyo, Herman J.; Suudi, Astini; Wardani, Nugraheni Eko – Malaysian Online Journal of Educational Technology, 2018
Teaching and learning speaking skills should be able to engage students in a creative process. Students have to be able to speak in front of the class, create a dialogue, tell a story, and produce the language creatively. The teaching and learning of the speaking skill focusing on story telling ability can work well when supported by the…
Descriptors: Story Telling, Teaching Methods, Elementary School Students, Foreign Countries
Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
Samah, Azimah A.; Putih, Abu Talib; Hussin, Zaharah – Turkish Online Journal of Educational Technology - TOJET, 2016
Digital tools refer to software applications in the production of artworks particularly in painting. Digital art work is materialized by using computers, software and a combination of computer peripherals such as tablet support. With the aid of electronic equipment, digital artists manipulate pixels or coloring with light to compose the work and…
Descriptors: Educational Technology, Technology Uses in Education, Secondary School Students, Painting (Visual Arts)
Miller, Angie L. – Global Education Review, 2018
Previous research suggests that creativity training can be effective in academic settings and that teachers, in particular, can have an impact on creativity. Furthermore, creativity is one of many transferable skills in higher education that will benefit students when they enter the workforce. This study extends research on creativity training and…
Descriptors: Creativity, Assignments, Skill Development, College Seniors
de Bruin, Leon R.; Harris, Anne – Australian Journal of Teacher Education, 2017
This study investigates and compares elements of creativity in secondary schools and classrooms in Australia and Singapore. Statistical analysis and qualitative investigation of teacher, student and leadership perceptions of the emergence, fostering and absence of creativity in school learning environments is explored. This large-scale…
Descriptors: Foreign Countries, Secondary Schools, Creativity, Statistical Analysis
Wilson, Hope E. – Roeper Review, 2018
This study investigates the process of identifying high-quality lessons for gifted learners that integrate the arts with science, technology, engineering, and mathematics (STEM) fields. These STEAM lessons have the potential to develop deep thinking, as well as develop creativity and visual--spatial skills that are necessary in the STEM…
Descriptors: Art Education, STEM Education, Interdisciplinary Approach, Gifted
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
Ullrich, Dieter; Ullrich, Katja; Marten, Magret – Cogent Education, 2017
Speech-/language-impaired (SL)-children face problems in school and later life. The significance of "non-cognitive, social-emotional skills" (NCSES) in these children is often underestimated. Aim: Present study of affected SL-children was assessed to analyse the influence of NCSES for long-term school education. Methods: Nineteen…
Descriptors: Speech Impairments, Language Impairments, Intelligence Quotient, Social Development
Morgan, Mia Lynn – ProQuest LLC, 2015
Two questions drove this case study. 1) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's media literacy skills of analysis, evaluation, and access? 2) To what extent does playing the online computer game Minecraft at home in a multiplayer environment impact a player's 21st…
Descriptors: Media Literacy, Computer Literacy, Computer Games, Case Studies
Hui, Anna N. N.; Yeung, Dannii Y.; Sue-Chan, Christina; Chan, Kara; Hui, Desmond C. K.; Cheng, Sheung-Tak – Developmental Psychology, 2014
In this study, we used a life span model to study the subjective perception of creative personality (CP) in emerging, young, middle-aged, and older Hong Kong Chinese adults. We also asked participants to estimate the approximate age by which people develop and lose CP across adulthood. We expected an interesting interplay between internalized age…
Descriptors: Creativity, Personality, Age Differences, Aging (Individuals)
Li, Jessica C. M.; Wu, Joseph – Innovations in Education and Teaching International, 2015
Whereas a great deal of literature based upon the context of Western societies has concluded criminology is an ideal discipline for active learning approach, it remains uncertain if this learning approach is applicable to Chinese learners in the discipline of criminology. This article describes and provides evidence of the benefits of using active…
Descriptors: Active Learning, Asians, Qualitative Research, Focus Groups
Aysin, Sayi K.; Serap, Emir – Online Submission, 2017
The main aim of this study is to investigate the effects of an English language education program that addresses the academic and cognitive needs of gifted children on their academic achievement and creative thinking levels. To this end, through an experimental research design, the unit "Health Problems" in English course book was…
Descriptors: Second Language Learning, Second Language Instruction, Control Groups, Creative Thinking
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