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Jia Zhang – Interactive Learning Environments, 2024
The present research analyses the growing popularity of the trumpet musical instrument in modern Chinese music. The research purpose is to examine the use of the technique of polyphony in trumpet players and its impact on the creative development of trumpet students. The sample consisted of 496 Chinese trumpeters who participated in brass band…
Descriptors: Foreign Countries, Music Education, Musical Instruments, Teaching Methods
Yilmaz, Gamze – Journal of Communication Pedagogy, 2023
As students try to make sense of their college experience and the value of attaining a degree post-pandemic, educators are grappling with finding new methods to re-engage students in the classroom using a range of modalities. This case study explored student reactions to flipped classroom learning experiences, and possible relationship between the…
Descriptors: Flipped Classroom, Student Attitudes, Academic Achievement, Communications
Tisoglu, Secil; Piri, Zeynep; Mericelli, Murat; Catan Inan, Funda – International Journal of Technology in Teaching and Learning, 2022
One of the most emphasized skills for social, educational and workplace settings is creativity in the present decade. This study aims to understand whether a collaborative digital storytelling production project improves the creativity of undergraduate students. 109 students engaged in group work and employed a range of digital tools (i.e. wikis,…
Descriptors: Story Telling, Educational Technology, Creativity, Undergraduate Students
Ju-May Wen; Hai-Dung Do; Eric Zhi-Feng Liu; Chun-Hung Lin; Shihping Kevin Huang – SAGE Open, 2023
This study investigated the effect of educational board games and the creative thinking spiral teaching strategy (CTSTS) on the learning outcomes of beginner-level Chinese language learners. Two dimensions were measured: learning outcome and writing ability. A total of 82 learners from one university in Taiwan participated in this study.…
Descriptors: Writing Skills, Educational Games, Creative Thinking, Teaching Methods
Richard, Veronique; Ben-Zaken, Sigal; Siekanska, Malgorzata; Tenenbaum, Gershon – Journal of Creative Behavior, 2021
Creativity is considered to be an embodied concept, where internal psychological and external behavioral processes are intertwined. Creativity enhancement programs often target the cognitive side of this bi-dimensionality leaving the impact of motor interventions underexplored. To address this gap in the literature, we tested the effectiveness of…
Descriptors: Creativity, Program Effectiveness, Psychomotor Skills, Creative Thinking
Oliveira, Alandeom W.; Brown, Adam O.; Day, Katelyn; Saviolli, Rebecca; Campbell, Savannah Joh; Potkins, Heather; Weld, Joanna M. – Review of Education, 2022
Science student development of creative thinking ability is not sufficiently promoted and can even be inadvertently discouraged by current methods of instruction. Aimed at addressing this issue, the present study examined an undergraduate biology course in which scientific content instruction and creative drawing were integrated through use of…
Descriptors: College Science, Undergraduate Study, Creative Thinking, Biology
Elsayed, Sahar Abdo Mohamed; Nasef, Heba Mohamed – International Journal of Higher Education, 2021
The research aimed at identifying the effectiveness of a mathematics learning program based on the Mind habits in developing academic achievement motivation and creative thinking among University students. To collect the data, the researchers used the academic achievement motivation scale (Elsayed, 2012) and the creative thinking in Mathematics…
Descriptors: Program Effectiveness, Mathematics Education, Academic Achievement, Student Motivation
Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
Miller, Angie L. – Creativity Research Journal, 2023
This study explores how exposure to creative coursework during one's education can influence a variety of educational, career, and community involvement outcomes for arts alumni. Data were drawn from over 40,000 undergraduate-level arts alumni from the 2015, 2016, and 2017 administrations of the Strategic National Arts Alumni Project (SNAAP). A…
Descriptors: Creativity, Predictor Variables, Outcomes of Education, Alumni
Donlan, Pamela; Golub-Victor, Ann – Journal of Community Engagement and Higher Education, 2022
This study explores the perceived effect of a virtual service-learning (SL) experience upon the development of professional skills among physical therapist students. A qualitative case study approach was used to analyze reflection papers through the lens of the constructivist learning theory. Data revealed that virtual SL strengthens…
Descriptors: Physical Therapy, Allied Health Personnel, College Students, Computer Simulation
Iskakova, Lyaila; Amirova, Amina; Ospanbekova, Meirgul; Zhumabekova, Fatima; Ageyeva, Larissa; Zhailauova, Manat – International Journal of Instruction, 2021
The article is devoted to the development of intellectual skills of future primary school teachers in Kazakhstan. The main purpose of this study was to determine the impact of special education on the intellectual level of students, including creative, reproductive and critical thinking skills. Students of the Department of pedagogy attended the…
Descriptors: Foreign Countries, Preservice Teachers, Elementary School Teachers, Intellectual Development
Parra-González, María Elena; Segura-Robles, Adrián; Moreno-Guerrero, Antonio José; López-Belmonte, Jesús – Journal of Technology and Science Education, 2022
Nowadays, we talk about the use of gamification in education, an active methodology that consists of the use of mechanics, design or game structures in class. When this type of methodology is used, the effort is rewarded, and it is used as a motivating tool in class. However, there is no valid or well-structured instrument to measure gamification…
Descriptors: Educational Games, Game Based Learning, Test Construction, Test Validity
Büning, Christian; Jürgens, Lara; Lausberg, Hedda – Physical Education and Sport Pedagogy, 2021
Background: Studies have reported positive effects of physical activity on cognitive executive functions, such as inhibitory control and creativity. These studies predominantly compared scenarios of sports participation vs. no sports participation or reduced sports to simple aerobic exercises. However, whether the type or intensity of physical…
Descriptors: Athletics, Executive Function, Creativity, Physical Activities
Shen, Wangbing; Liu, Zongying; Ball, Linden J.; Huang, Taozhen; Yuan, Yuan; Bai, Haiping; Hua, Meifeng – Creativity Research Journal, 2020
Previous studies have revealed that creative advertisements are recognized and recalled better than their less creative counterparts. Remembering and forgetting are two sides of the same coin of memory, denoting memory's storage and elimination functions, respectively, which can both potentially impact advertising effectiveness. To date, there…
Descriptors: Advertising, Creativity, Retention (Psychology), Recall (Psychology)
Wahyudi, Wahyudi; Waluya, S. B. Waluya; Suyitno, Hardi; Isnarto, Isnarto – Journal of Technology and Science Education, 2020
Creating an enjoyable atmosphere and fostering creativity are the two most required components in learning mathematics. Hence, creativity would enable students to formulate something new. In addition, creativity is one of the most important and highest competencies in Bloom's latest taxonomy. Furthermore, it is necessary to be possessed by…
Descriptors: Blended Learning, Creative Thinking, Thinking Skills, Models
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