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Yuchun Zhong; Luke Kutszik Fryer; Shiyue Zheng; Alex Shum; Samuel Kai Wah Chu – International Journal of Educational Technology in Higher Education, 2025
Esports or competitive video gaming has been increasingly utilized to enhance essential twenty-first century skills. However, there is limited evidence on the extent to which the skills acquired from a gaming environment can be transferred to other settings. This study employed an experimental design to investigate the effectiveness of a…
Descriptors: Video Games, Game Based Learning, 21st Century Skills, Communication Skills
Carolina Ekman; Cecilia Ferm Almqvist; Marie Hållander – International Journal of Education & the Arts, 2025
Over the past decade, Swedish sloyd educators have grappled with the challenge of integrating "aesthetic and cultural expressions" into their teaching practice. As part of a larger research endeavor focusing on discourses surrounding sloyd pedagogy, this article examines the evolution of the concept "aesthetical and cultural…
Descriptors: Foreign Countries, Woodworking, Handicrafts, Aesthetic Education
Thada Jantakoon; Kitsadaporn Jantakun; Thiti Jantakun – Higher Education Studies, 2025
This study aimed to synthesize and evaluate a STEAM Learning Ecosystem on Gamification System to Promote Innovators. The research was conducted in three phases: (1) synthesis, (2) development of the learning ecosystem, and (3) expert evaluation. The resulting ecosystem comprises three main elements: (1) STEAM Learning Ecosystem (Instructor,…
Descriptors: STEM Education, Art Education, Gamification, Innovation
Paloma Suárez-Brito; Armando Elizondo-Noriega; Jenny Paola Lis-Gutiérrez; Carolina Henao-Rodríguez; María Rubi Forte-Celaya; José Carlos Vázquez-Parra – On the Horizon, 2025
Purpose: The purpose of this paper is to present the results of measuring a sample of engineering students' perceived achievement of complex thinking at different stages of their professional training. This study intended to analyze and predict the differences in the self-perception of achieved complex thinking competency by gender, semester,…
Descriptors: Foreign Countries, Engineering Education, Undergraduate Students, Sex
Arpita Kurdekar; Daniel Burkey; Michael F. Young – Learning: Research and Practice, 2025
This research explores the transformative potential of virtual reality (VR) technology in visual arts education within interdisciplinary STEAM-related learning frameworks. A dynamic VR learning environment integrating visual arts with engineering topics was tested with undergraduate visual arts students. Participants' experiences, motivation,…
Descriptors: Visual Arts, Art Education, STEM Education, Computer Simulation
Eyüp Yurt – International Journal of Education in Mathematics, Science and Technology, 2025
This study aimed to develop and validate the Creative Problem-Solving Skills Test (CPSS-T), grounded in Torrance's creativity theory, to assess these skills in university students. The CPSS-T consists of five open-ended question types, each designed to measure different aspects of creative problem-solving: Alternative Use, Hypothetical Scenario,…
Descriptors: Creativity Tests, Creativity, Creative Thinking, Problem Solving
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
Min Tang; Sebastian Hofreiter; Christian H. Werner; Aleksandra Zielinska; Maciej Karwowski – Journal of Creative Behavior, 2025
Recent research suggests that working with generative artificial intelligence (AI), such as ChatGPT, can produce more creative outcomes than humans alone. However, does AI retain its creative edge when humans have access to alternative information sources, such as another human or the internet. We explored this question in a between-group…
Descriptors: Creative Thinking, Man Machine Systems, Interaction, Internet
Xin Shou; Kuikui Han; Shengquan Luo – Psychology in the Schools, 2025
Considerable research has been devoted to exploring aspects of higher-order thinking across various disciplines and in daily life. However, insufficient attention has been paid to synthesizing core dimensions of higher-order thinking, particularly within subject-specific contexts. Moreover, there is a lack of reliable and valid methods for…
Descriptors: Thinking Skills, Elementary School Students, Grade 2, Grade 4
Tanthip Khuana; Khwanchai Khuana; Toansakul T. Santiboon – Journal of Education and Learning, 2025
Creative's Phenomenon-based Learning Management (PhenBL) instructional model has been selected to support 45 physical education students in the Management Learning Science Course. Students' responses to their classroom with the 48-item PBLMM, their problems, and needs were assessed with the 42-item QPNS, instructorstudent interpersonal behaviors…
Descriptors: Phenomenology, Teaching Models, Physical Education, Classroom Environment
Baruah, Jonali; Paulus, Paul B.; Kohn, Nicholas W. – Journal of Creative Behavior, 2021
A major challenge in the process of innovation is to generate quality products that are original as well as feasible, because these features are associated with contradictory cognitive thought processes. This study investigated whether opportunities to engage in an idea generation, selection, and subsequent refinement with a simultaneous focus on…
Descriptors: Creativity, Creative Thinking, Concept Formation, Innovation
Hundeling, Maike; Auerswald, Max; Rosing, Kathrin – Journal of Creative Behavior, 2021
In an experimental study, we explored the relationships between team regulatory focus and temporal patterns of innovative activities as well as innovative performance. We manipulated regulatory focus in 44 student teams and assessed idea generation and implementation activities over time based on video data. External raters assessed innovative…
Descriptors: Concept Formation, Cognitive Processes, Innovation, Teamwork
Taylor, Christa L.; Zaghi, Arash E. – Journal of Creative Behavior, 2021
The current study addresses gaps in our understanding of the relationship between creative cognition, intelligence (IQ), and executive functioning (EF). Undergraduate students completed an IQ test, verbal and figural divergent thinking (DT) tests, and a self-assessment of EF, across four study sessions. Participant data (N = 199) were analyzed…
Descriptors: Creative Thinking, Executive Function, Intelligence Quotient, Correlation
Gao, Tingting – Education and Information Technologies, 2023
The purpose of this research is to study the effectiveness of using the specialized interactive environment Revit Architecture for creativity development. The study methodology relies on an empirical approach, including a sample of students from three Chinese colleges (n = 319) divided into two groups based on learning approach. Accordingly, the…
Descriptors: Foreign Countries, College Students, Problem Solving, Creative Thinking
Liu, Jiabin; Yu, Linwei; Zhao, Xiaoqian; Liu, Yanan; Jiao, Lan – Journal of Creative Behavior, 2023
This study aimed to investigate the heterogeneity of creativity and the role of interpersonal relationships for creativity subgroups among primary school students. We used latent profile analysis to identify subgroups of creativity among pupils. We then used logistic regression analysis to investigate the role of teacher-student and peer…
Descriptors: Foreign Countries, Elementary School Students, Creative Thinking, Creativity

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