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Beth Curtis; Gary Husband – Studies in Graduate and Postdoctoral Education, 2025
Purpose: Expanding on Harris and Sinclair (2014, p. 5) claim that "the writing of a play is an act of inquiry", this paper aims to consider the joyful entanglements, messiness and friction-led use of creative methods within the context of a PhD in education studies. Design/methodology/approach: Amplifying the voices of both doctoral…
Descriptors: Playwriting, Creativity, Doctoral Programs, Education Majors
Takeshi Okada; Sawako Yokochi – Journal of Creative Behavior, 2025
As a case study that consists of two parts, this research investigates how a pro-c class expert artist thinks and acts during art making, paying special attention to exploratory behaviors and task completion processes. In Part 1 of this case study, we videoed an artist's authentic creative process in his studio. We interviewed him about his…
Descriptors: Expertise, Art, Artists, Creativity
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
Perihan Korkut; Sevki Kömür; Ertan Deren; Firat Akdogan – International Journal of Education & the Arts, 2025
This study was conducted in the context of the Tales by Teens project, which uses process drama as a part of its procedure. The study examines one teacher's reflection-in-action during two process dramas, focusing on the complex interplay between pedagogical thinking and student influences. Using a case study research design, it investigates how…
Descriptors: Drama, Teacher Attitudes, Teaching Methods, Reflection
Rida Afrilyasanti; Eko Suhartoyo; Utami Widiati – Interactive Technology and Smart Education, 2025
Purpose: Through the action research study, this paper aims to examine how e-portfolios improve students' critical, reflective and creative thinking as part of higher-order thinking skills (HOTS). Besides, this paper also explores how e-portfolios enhance students' speaking skills. The study is carried out to improve the current state by…
Descriptors: Portfolios (Background Materials), Educational Technology, Thinking Skills, Teaching Methods
Jessica Mantei; Lisa Kervin – Qualitative Research Journal, 2025
Purpose: Being "literate" is well established as key to active civic participation, right from the earliest years of life. Young children's natural curiosity and motivation to understand the world and their places within it through playful explorations offers rich opportunities for learning. Reported here are findings from a STEAM…
Descriptors: Play, STEM Education, Story Telling, Creative Activities
Johnathan Balzotti; Jamin Rowan; Mat Duerden – Experiential Learning and Teaching in Higher Education, 2025
This essay reevaluates the role of reflection in experiential learning programs, contrasting traditional solitary ref lection methods with contemporary approaches that integrate collaboration and multimodal expression. These new approaches highlight a shift toward more flexible and interactive methods, reflecting the influence of new technologies…
Descriptors: Foreign Countries, Transformative Learning, Reflection, College Students