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Yanan Shen; Habibah Ab Jalil; Rahimah Jamaluddin – Educational Technology & Society, 2025
Digital gameplay and digital multimodal composition (DMC) are promising multimodal literacy practices. Nevertheless, research on their incorporation in literacy classrooms to foster students' multimodal literacy skills is lacking. This qualitative case study explored how two groups of Chinese adolescents used multimodal literacy in digital…
Descriptors: Foreign Countries, Adolescents, Multiple Literacies, Digital Literacy
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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
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R. Seethalakshmi; K. Navaneethakrishnan; K. N. Rekha; Gayatri Prasanna Kumar Wundavalli – Journal of International Education in Business, 2025
Purpose: The purpose of the study is to enhance the quality of education in rural management through the inclusion of students' voices, namely, active participation in the curriculum development intervention. This approach aims to foster critical thinking, collaboration, communication and creativity, thereby enhancing student engagement and in…
Descriptors: Foreign Countries, Curriculum Development, Learner Engagement, Student Participation
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Astuti Muh. Amin; Fitriyah Karmila; Muh Khalifah Mustami; Noor Hujjatusnaini; Romi Adiansyah; Atia Cahyani Putri Cando; Siti Fatimah Albaar – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2025
The enhancement of higher-order thinking skills (HOTS) can be achieved through the implementation of active learning models. The current study aimed to examine the efficacy of the Pj4CS (Integrated Project-Based and 4C-Scaffolding) learning model on pre-service biology teachers' HOTS. This study employed a quasi-experimental design. The…
Descriptors: Thinking Skills, Active Learning, Student Projects, Scaffolding (Teaching Technique)
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Andrea Creech, Editor; Colin Enright, Editor – Palgrave Macmillan, 2025
This open access book presents evidence-based participant and facilitator perspectives on later-life music learning and participation. The chapters explore the principles and practices that can facilitate and support meaningful music-making in a range of non-formal later-life contexts, highlighting consistent as well as context-specific…
Descriptors: Music Education, Adult Learning, Adult Education, Older Adults
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Minhye Son; Su-Jeong Wee – Early Childhood Education Journal, 2025
This qualitative case study explores the affordances of home-based multimodal literacy activities through the case of Mason's (pseudonym) home writing experiences, a six-year-old bilingual kindergartener. Utilizing a play-based family literacy framework, the study examines 15 handmade mini-books created by Mason, revealing three key themes: (1)…
Descriptors: Writing (Composition), Play, Creativity, Family Literacy
Sarah J. Donovan; Kim Johnson; Anna J. Small Roseboro; Barbara Edler; Gayle Sands – Eye on Education, 2025
"Assessing Students with Poetry Writing Across Content Areas" reimagines formative assessment by advocating for a dynamic, poetic approach that delves into students' meaning-making processes. It is a guide for teachers seeking innovative approaches to formative assessment, promoting a holistic, creative, reflective, and collaborative…
Descriptors: Poetry, Student Evaluation, Formative Evaluation, Grade 6
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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
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Nik Abdul Hadi Noor Nasran; Mohamad Ikram Zakaria – Journal of Education and Learning (EduLearn), 2025
In the current realm of education 4.0, teachers play a pivotal role as facilitators of holistic skill development. The shift in focus towards accentuating creativity, communication, critical thinking and collaboration (4C) skills signifies an acknowledgment of the changing demands brought about by the industrial revolution 4.0. This transformation…
Descriptors: Foreign Countries, Problem Solving, Mathematics Teachers, Creativity
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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
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Ju Ling; Min Gao – International Journal of Information and Communication Technology Education, 2025
This study investigates the integration of computer-aided design (CAD), a technology for creating digital drawings and models, into art education to enhance creativity and improve teaching quality. Utilizing a mixed-methods approach with a cohort of 150 students, the results demonstrate significant advancements in creativity (a 33.3% increase),…
Descriptors: Computer Assisted Design, Art Education, Computer Uses in Education, Creativity
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Sehran Dilmaç; Oguz Dilmaç – Asian Journal of Contemporary Education, 2025
This research was conducted to obtain students' views on the evaluation of artificial intelligence (AI)-supported design applications in art and design education using the fuzzy logic method. It aims to provide a new perspective for educators in identifying real learning situations and deficiencies in art and design education. The study utilized…
Descriptors: Student Attitudes, Art Education, Design, Artificial Intelligence
Keith Sawyer – MIT Press, 2025
"Learning to See" is an engaging and profound account of how professional artists and designers create and how they teach others to do it. Keith Sawyer, a leading creativity researcher, spent over ten years interviewing a hundred professors who've taught in 50 different colleges, universities, and institutes. He also interviewed students…
Descriptors: Artists, Art Teachers, Design, Art Education
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Tarattakan Pachumwon; Thada Jantakoon; Rukthin Laoha – Higher Education Studies, 2025
This study introduces CAILE, a design thinking-driven conceptual framework for a Creative AI Learning Environment, designed to enhance programming skills. Evaluates clarity, appropriateness, and feasibility through expert judgment. Phase 1 synthesized 34 peer-reviewed studies (2019-2025) to articulate CAILE's structure across three layers: Inputs…
Descriptors: Creativity, Artificial Intelligence, Technology Uses in Education, Programming
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Tiffany T. Hill; Laura Wright; Catherine Etmanski – Canadian Journal for the Study of Adult Education, 2025
In this paper we make practical and theoretical contributions to feminist adult education. Practically, we provide an overview of a three-hour arts- and play-based research workshop with research activities/tools that readers can further research to adapt to their own contexts. Theoretically, we explore how these creative practices can contribute…
Descriptors: Ethics, Art, Play, Educational Research
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