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Gök, Bahattin; Sürmeli, Hikmet – Asian Journal of University Education, 2022
Toys used as a play tool have an important role in the development of children. For this reason, it is necessary to offer children the opportunity to design their own toys. Scientific toys can be used in science lessons to encourage creativity and to teach science concepts and scientific inquiry. With the integrated STEM Education and specifically…
Descriptors: STEM Education, Toys, Design, Creativity
Using Performative Objects to Foster Creativity in an Education Setting to Tackle Complex Challenges
Cathrine Winther; Søsser Brodersen – Design and Technology Education, 2025
Creativity is often seen as something that occurs primarily during the ideation phase of design processes. However, this article argues that there is significant potential in enhancing creativity in the early stages and that this can contribute to youth learning and tackling complex challenges. Using a Danish educational setting as a starting…
Descriptors: Creativity, Foreign Countries, Design, High School Students
Ozkan, Gulbin; Umdu Topsakal, Unsal – International Journal of Technology and Design Education, 2021
Creativity has an important role in many scientific processes which constitute a large and complex structure. It is difficult to identify and measure. Students' creativity can be enhanced through specific education programs. The aim of this study was to develop a science, technology, engineering, art, mathematics (STEAM) design process program for…
Descriptors: STEM Education, Art Education, Design, Creativity
Van Anh, Nguyen Thi; Van Bien, Nguyen; Van Son, Dang; Khuyen, Nguyen Thi To – Online Submission, 2022
The rapid developments of Science and Technology call for individuals to have strong academic knowledge and creativity. Research shows that students acquire creativity after either curricular or extracurricular activities in subject matters. However, there is not much research examining students' creativity through integrative learning activities,…
Descriptors: Clubs, STEM Education, Creativity, Foreign Countries
Chang, Yu-Shan; Chou, Chia-Hui; Chuang, Meng-Jung; Li, Wen-Hung; Tsai, I.-Fan – Interactive Learning Environments, 2023
This study investigated the effects of teaching via virtual reality (VR) on creative design performance and creative experiential learning processes by using a pretest--post-test nonequivalent group design to sample 138 seventh graders from a junior high school in Taipei City. The main conclusions from this study are: (1) VR has significant…
Descriptors: Foreign Countries, Computer Simulation, Creativity, Design
Yu-Shan Chang; Meng-Chen Tsai – Educational Studies, 2024
This study explored the effects of design thinking on the conceptual cognition of artificial intelligence (AI) learning, attitudes toward AI, idea creativity, and the product creativity of AI applications. The concept map indicated that design thinking had a significant effect on the conceptual cognition of AI learning, particularly the relational…
Descriptors: Design, Cognitive Processes, Creativity, Artificial Intelligence
Theeraphan Julkaew; Khajornsak Buaraphan – Anatolian Journal of Education, 2025
This study aimed to develop the STREAM (Science-Technology-Religion-Engineering-Art and Mathematics) teaching model for enhancing grade 8 students' creative and engineering design process skills. The innovative STREAM teaching model consisted six common teaching steps: a) Introduce the STREAM situation; b) Identify the targeted problem; c) Explore…
Descriptors: STEM Education, Art Education, Religious Education, Religion
Baze, Christina; González-Howard, María; Sampson, Vic; Fenech, Mic; Crawford, Rich; Hutner, Todd; Chu, Lawrence; Hamilton, Xiaofen – Science Education, 2023
Recent trends have shifted the focus of science, technology, engineering, and mathematics (STEM) education onto practice-based learning, to encourage opportunities for students to engage in science and engineering practices (SEPs) with the goal of more meaningful participation and engagement in authentic STEM experiences for all students. However,…
Descriptors: Engineering, Design, STEM Education, Middle School Students
Xun Ge; Kyungwon Koh; Ling Hu – Educational Technology Research and Development, 2024
A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learning environment supported by the Guided Inquiry Design (GID). Thirteen 8th-grade students in a suburban middle school in the southwest of…
Descriptors: Secondary School Students, Grade 8, Active Learning, Inquiry
van de Kamp, Marie-Thérèse; Admiraal, Wilfried; Coertjens, Liesje; Goossens, Maarten; Rijlaarsdam, Gert – Journal of Creative Behavior, 2022
This study examines "specific" exploration activities in students' visual arts portfolios from secondary education. Creating original visual arts products requires exploration according to Getzels and Csiksentmihalyi ("The creative vision. A longitudinal study of problem finding in Art." New York: John Wiley & Sons Inc.,…
Descriptors: Discovery Learning, Learning Activities, Visual Arts, Design
Biskjaer, Michael Mose; Christensen, Bo T.; Friis-Olivarius, Morten; Abildgaard, Sille J. J.; Lundqvist, Caroline; Halskov, Kim – International Journal of Technology and Design Education, 2020
Searching for sources of inspiration is central to creative design; however, we have limited knowledge of individual inspiration search strategies in response to varying levels of task constraints. We studied 39 high-school students' inspiration search strategies using Google Images. Low task constrainedness led to "divergent search"…
Descriptors: Task Analysis, Search Strategies, High School Students, Creativity
Butler, Allison G.; Lacey, Heather P.; Roberto, Michael A.; Hanney, Deborah; Luiggi, Nina – Middle School Journal, 2023
Our purpose was to provide a model for a middle school design thinking program supported by a university-school partnership and to investigate potential benefits of teaching middle school students to be design thinkers. Sixth, seventh, and eighth grade girls (N = 80) participated in the Innovation Nation program. Over three days, students engaged…
Descriptors: Middle School Students, Females, Design, Thinking Skills
Bozkurt Altan, Esra; Tan, Sema – International Journal of Technology and Design Education, 2021
Creativity is deemed as an integral part of twentyfirst century skills and is emphasized in science education curricula in Turkey as well as in other countries. Therefore, the purposes of this research were to examine the concepts of creativity demonstrated in the developing possible solutions step of the DBL and to determine the students'…
Descriptors: Foreign Countries, Creativity, Science Education, Middle School Students
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
Sofia Bertolaja; Said Ettejjari; Natalie Foster – OECD Publishing, 2025
Recognising the importance of developing creativity in education, the Programme for International Student Assessment (PISA) included an assessment of creative thinking for the first time in its 2022 cycle -- with the results summarised in the PISA 2022 Results (Volume III) report. While that report focused on comparing countries' performance on…
Descriptors: Imagination, Concept Formation, Story Telling, Design