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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
Mtshali, Zanele; Mashiya, Nontokozo – South African Journal of Childhood Education, 2022
Background: Teaching English as home language (EHL) could be a complicated process in a country like South Africa, where there are eleven official languages operating in a multicultural society. This requires capacitating teachers with appropriate and relevant strategies to strengthen their teaching, especially in the foundation phase. Aim: This…
Descriptors: Foreign Countries, Multilingualism, English (Second Language), Second Language Learning
Klymchuk, Sergiy – International Journal of Mathematical Education in Science and Technology, 2017
The article reports on the results of two case studies on the impact of the regular use of puzzles as a pedagogical strategy in the teaching and learning of engineering mathematics. The intention of using puzzles is to engage students' emotions, creativity and curiosity and also to enhance their generic thinking skills and lateral thinking…
Descriptors: Case Studies, Teaching Methods, Puzzles, Engineering
Peer reviewedGundry, Lisa K.; Kickul, Jill R. – Simulation & Gaming, 1996
Conceptual and behavioral methods for developing student abilities to think and behave creatively are presented with suggestions for their application in entrepreneurship courses. Conceptual exercises as well as the use of musical experimentation, card games, and board games as metaphors for business situations are shown to teach a variety of…
Descriptors: Brainstorming, Business Education, Cognitive Mapping, Cognitive Processes
Peer reviewedIsaacs, Carol; Fisher, Julie – Mathematics Teacher, 1992
Presents a student project that requires students to create a puzzle involving some form of manipulative and present it to the class with an advertisement. Uses writing to have students report on their progress. (MDH)
Descriptors: Creative Activities, Creativity, Enrichment Activities, Manipulative Materials

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