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Showing all 12 results Save | Export
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Ferguson, Joseph Paul – Research in Science Education, 2022
In science education, there is a now established focus on fostering students' meaning making through/as multimodal representations as part of their induction into the epistemic practices of the discipline. Increasingly, this agenda is aligned with an emphasis on nurturing students' creative reasoning, as researchers move to enrich theories of…
Descriptors: Science Education, Creative Thinking, Grade 10, Science Activities
Wilson, Jahi – ProQuest LLC, 2023
The purpose of the current study was to examine the effectiveness of virtual reality as a creative adaptive learning tool to help participants control their perceived stress and, in turn, their psychological well-being. The study leveraged humanistic learning theory to conceptualize findings. 353 participants were recruited from five high schools…
Descriptors: Computer Simulation, Anxiety, Well Being, Prediction
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Wahid Yunianto; Adi Nur Cahyono; Theodosia Prodromou; Shereen El-Bedewy; Zsolt Lavicza – Science Activities: Projects and Curriculum Ideas in STEM Classrooms, 2025
Creativity and problem-solving are 21st-century skills that we need to develop in our students. Research on computational thinking (CT) integration in school subjects and STEAM activities has shown a positive effect on students' problem-solving skills and creativity. Our study extends our previous work from the integration of CT in a mathematics…
Descriptors: Computation, Thinking Skills, STEM Education, Creativity
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Chang, Yu-Shan – Educational Studies, 2022
This study explored the influence of Virtual Reality (VR) on Engineering Design (ED) creativity. This study adopted a quasi-experimental design with a pre-test and post-test. A teaching experiment was conducted in a high school in Taipei City, Taiwan. The main findings were: 1) the use of VR in ED instruction moderately and positively affected ED…
Descriptors: Computer Simulation, Engineering Education, Design, Creativity
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Poy, Raquel; García, Marcos – Education for Information, 2019
Digital games have a greater ease of construction of new meanings in a virtual world, more affordable, simple and comprehensible by the students than the real world, and in which the individual differences that occur in the real world tend to fade thanks to the interpretation of a character with different characteristics from the real ones.…
Descriptors: High School Students, Game Based Learning, Video Games, Role Playing
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Rubin, Jim – Journal of Educational Multimedia and Hypermedia, 2013
WebQuests have been a popular alternative for collaborative group work that utilizes internet resources, but studies have questioned how effective they are in challenging students to use higher order thinking processes that involve creative problem solving. This article explains how different levels of inquiry relate to categories of learning…
Descriptors: Internet, Problem Solving, Creativity, Computer Uses in Education
Lin, Chi-Syan; Ma, Jung-Tsan; Kuo, Karen Yi-Chwen; Chou, Chien-Tzu Candace – Journal on School Educational Technology, 2015
The goal of the study is to explore the opportunities and challenges associated with Project-Based Learning strategy in a global context on the aspects of both fostering learning community of practices and nurturing the 21st century skills. For collecting empirical data, the study implements and administers an online international project-based…
Descriptors: Student Projects, Teaching Methods, High School Students, Communities of Practice
Trekles, Anastasia M. – Online Submission, 2012
This paper examines how virtual worlds and other advanced social media can be married with problem-based learning to encourage creativity and critical thinking in the English/Language Arts classroom, particularly for middle school, high school, and undergraduate college education. Virtual world experiences such as "Second Life," Jumpstart.com, and…
Descriptors: Creative Writing, Problem Based Learning, Video Games, Critical Thinking
Buechley, Leah, Ed.; Peppler, Kylie, Ed.; Eisenberg, Michael, Ed.; Yasmin, Kafai, Ed. – Peter Lang Publishing Group, 2013
"Textile Messages" focuses on the emerging field of electronic textiles, or e-textiles--computers that can be soft, colorful, approachable, and beautiful. E-textiles are articles of clothing, home furnishings, or architectures that include embedded computational and electronic elements. This book introduces a collection of tools that…
Descriptors: Textiles Instruction, Computers, Clothing, Furniture
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Nunes, Miguel Baptista, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2019
These proceedings contain the papers and posters of the International Conference on e-Learning (EL) 2019, which was organised by the International Association for Development of the Information Society and co-organised by the Instituto Superior de Engenharia do Porto, in Porto, Portugal, July 17-19, 2019. The EL 2019 conference aims to address the…
Descriptors: Educational Technology, Technology Uses in Education, Mathematics Instruction, Cooperation
Johnson, L.; Levine, A.; Smith, R.; Smythe, T. – New Media Consortium, 2009
The Horizon Report series is the product of the New Media Consortium's Horizon Project, an ongoing research project that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within education around the globe. This volume, the "Horizon Report: 2009 K-12…
Descriptors: Educational Technology, Teaching Methods, Creativity, Learning Processes
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Sampson, Demetrios G., Ed.; Ifenthaler, Dirk, Ed.; Isaías, Pedro, Ed. – International Association for Development of the Information Society, 2018
The aim of the 2018 International Association for Development of the Information Society (IADIS) Cognition and Exploratory Learning in the Digital Age (CELDA) conference was to address the main issues concerned with evolving learning processes and supporting pedagogies and applications in the digital age. There have been advances in both cognitive…
Descriptors: Learning Processes, Teaching Methods, Educational Technology, Technology Uses in Education