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Gina L. Solano; Wen Wen – Excelsior: Leadership in Teaching and Learning, 2025
This action research documents how a teacher education program incorporates game-based learning to engage pre-service teachers (PSTs) in developing their instructional creativity. In this project, game-based learning goes beyond playing games; Instead, it allows PSTs to design their own game-a digital escape room created using a website with…
Descriptors: Game Based Learning, Preservice Teacher Education, Preservice Teachers, Web Sites
Michael Shawn Ellis – ProQuest LLC, 2022
Cyberbullying has become one of the most talked-about topics and problems in this highly connected society (Sun & Fan, 2018). Smartphones provide instant access to the internet and social media, making the user susceptible to being cyberbullied at any time (Barlett et al., 2016). Based on many cyberbullying studies, researchers have focused on…
Descriptors: Bullying, Computer Mediated Communication, Electronic Learning, Ethnography
Khurshid, Shabana; Amin, Faseeh; Masoodi, Nayera; Khan, Mohammad Furqan – International Journal of Learning Technology, 2023
This work has investigated the relationship between SM use and its four antecedents, i.e., perceived interactivity, perceived usefulness, perceived ease of use and perceived enjoyment. Moreover, it has also examined the association of SM use with its outcome variables, i.e., active learning, creativity and collaborative learning, leading to…
Descriptors: Electronic Learning, Social Media, Interaction, Usability
Lazar Živojinovic; Danijela Stojanovic; Aleksandra Labus; Zorica Bogdanovic; Marijana Despotovic-Zrakic – Interactive Learning Environments, 2024
This research proposes a methodological approach to using the social network Instagram® as a tool for collaborative e-learning activities in higher education. Collaborative e-learning activities are conducted on Instagram® through challenges and quizzes. The main aim of these activities is to encourage students' creativity, motivation for…
Descriptors: Social Media, Cooperative Learning, Social Networks, Learning Activities
Manurung, Elvy Maria; Purwadi, Yohanes Slamet; Sugiharto, Ignatius Bambang – Electronic Journal of e-Learning, 2022
Digital culture has penetrated most aspects of our lives. Yet it has also dragged us into paradoxical situations and profound uncertainty. This, in turn, requires digital learning process that is capable of fostering mature individuals characterized by specific creativity; the kind of creativity rooted in prudence, deep insight into life as well…
Descriptors: Foreign Countries, Electronic Learning, Learning Processes, Creativity
Hungwei Tseng; Mark Sciuchetti; Yingqi Tang – Open Praxis, 2024
As the awareness, benefits, and adoption of Open Educational Resources (OER) in various fields have increased, so have efforts to conduct research on its impact on students learning behaviors, experience, and engagement. However, limited research has been conducted regarding the efficacy of using OER on students' perceived enjoyment in learning…
Descriptors: Creativity, Student Attitudes, Value Judgment, Open Educational Resources
Ramdani, Yani; Mohamed, Wan Hanum Suraya Wan; Syam, Nia Kurniati – International Journal of Education and Practice, 2021
This study investigates the impact of implementing integral calculus lectures which were originally very suitable in face-to-face delivery, but during the Covid-19 pandemic situation, these were delivered online through e-learning. This research analyzes the correlation between self-efficacy, creativity perception, and productive disposition…
Descriptors: Electronic Learning, Academic Achievement, COVID-19, Pandemics
Narumon Changsri; Maitree Inprasitha; KeowNgang Tang; Nisakorn Boonsena; Auijit Pattanajak – International Journal for Lesson and Learning Studies, 2024
Purpose: This study aimed to explore students' higher-order thinking skills development when they engaged in pattern blocks learning activities using Blended Learning Classroom teaching approaches through the Thailand Lesson Study Incorporated Open Approach model. Design/methodology/approach: The researchers utilized a multiple case research…
Descriptors: Teaching Methods, Thinking Skills, Skill Development, Learning Activities
Yu-Shan Chang; Yen-Yin Wang; Yu-Te Ku – Interactive Learning Environments, 2024
Given the importance of innovation, artificial intelligence (AI) education, and online learning during the COVID-19 pandemic, we explored the effects of science, technology, engineering, art, and mathematics (STEAM) hands-on learning on online AI learning and creativity. We also analyzed the effects of creative emotions on AI learning using facial…
Descriptors: Electronic Learning, STEM Education, Experiential Learning, Artificial Intelligence
Aurava, Riikka; Meriläinen, Mikko – Education and Information Technologies, 2022
This article describes the expectations and experiences of young (16 to 19 year old) digital game jam participants (N = 34) who attend Finnish general upper secondary schools. Game jams are a form of game creation: events where games are made in co-operation. They are widely used in game design education and in addition, when participated…
Descriptors: Expectation, Secondary School Students, Adolescents, Foreign Countries
Paula Fonseca; Maria de Lurdes Martins; José Pereira – Educational Media International, 2024
The present study describes a digital storytelling project about promoting a tourist destination using photographs taken by students in an English for tourism course taught in a Portuguese higher education institute. This work aims to explain how a digital storytelling project was used to enrich students' knowledge of the English language while…
Descriptors: Foreign Countries, Story Telling, English for Special Purposes, Tourism
Simon Wong; Ka Lok Wong; Yui-Yip Lau; Kia Tsang; Ada Chan – Journal of Education and e-Learning Research, 2024
Generic competency development activities (GCDAs) help students develop critical thinking, problem-solving, innovation, creativity, communication and social skills. This study evaluated students' acceptance of a machine learning-assisted recommendation system (MARS) developed to recommend GCDAs for students in a higher education institution. This…
Descriptors: Electronic Learning, Artificial Intelligence, Technology Uses in Education, Higher Education
Mythili Kolluru; Kumutha; Shobhna Gupta – Journal on School Educational Technology, 2024
This paper comprehensively evaluates the online learning experience of secondary and senior secondary school students during COVID-19 in India. Nine hypotheses have been developed to explore the implications of students' online experiences and identify students' learning experiences using online platforms in contrast to their experience in…
Descriptors: COVID-19, Pandemics, Electronic Learning, Foreign Countries
Özdemir, Osman – International Journal of Psychology and Educational Studies, 2021
The present case study aims to compare collaborative writing activities produced on the Padlet website on the internet and in a face-to-face (F2F) environment. This study for which criterion sampling was used included two different groups, both of which were formed with four people. For the triangulation of the case study, texts produced F2F and…
Descriptors: Collaborative Writing, Writing Processes, Writing Achievement, Synchronous Communication
Nelson, Gayle Lynn – ProQuest LLC, 2018
As higher education moves increasingly to online and hybrid programs, more students will be taking art appreciation courses virtually. The research that exists on student perceptions related to hands-on art making suggests that active creation is valuable in fostering creativity, inspiring knowledge, and supporting and motivating students. The…
Descriptors: Student Attitudes, Experiential Learning, Studio Art, Online Courses

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