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Nandita Bhanja Chaudhuri; Debayan Dhar – International Journal of Technology and Design Education, 2024
Evaluation in Design education is subjective and generally depends upon the pedagogues' personal perspective. Conducting subjective evaluation on a large scale is associated with multiple challenges; therefore, digitized evaluation is integral to maintain consistency in the evaluation process. This systematic literature review utilized SCOPUS, Web…
Descriptors: Creativity, Design, Evaluation Methods, Research Methodology
Mehdi Ghahremani; Nielsen Pereira; Zafer Ozen; Marcia Gentry – Roeper Review, 2024
The purpose of this study was to systematically investigate how novice visual representation of design ideas has been operationalized, measured, or assessed in the research literature. In the different screening phases in this systematic review, inclusion, exclusion, and quality criteria were applied. From an initial sample of 958 articles, 40…
Descriptors: Design, Visualization, Visual Aids, Communication (Thought Transfer)
I-Cheng Lin; Shu-Hsuan Chang; Pin-Chien Liu; Po-Jen Kuo; Kuo Chia Chung – Educational Technology & Society, 2024
Creativity has been proven to be a core competitiveness in the twenty-first century. Although many experimental studies have confirmed that game learning can improve creativity, some studies have contrary results. Currently, there are very few, and primarily incomplete, meta-analyses integrating experimental studies of educational gaming's impact…
Descriptors: Educational Games, Game Based Learning, Gamification, Creativity
Xiangyou Shen – Journal of Creative Behavior, 2023
Emerging empirical evidence supports play's potential to stimulate and foster scientific creativity. Focusing on how play relates to scientific creativity in adulthood, this review synthesizes the current state of knowledge in four areas: the play element in scientific research, the playfulness of scientists, mechanisms through which play affects…
Descriptors: Play, Creativity, Scientific Concepts, Creative Thinking
Probing Cultural Differences in Product Design and Consumer Evaluation Using Repertory Grid Analysis
Tang, Pinyan; Lawson, Glyn; Sun, Xu; Sharples, Sarah – International Journal of Technology and Design Education, 2022
Culture plays an essential role in the success of product design, especially in the age of a global economy where there is a high probability of discrepancy between the designer's intention and the consumer's response. However, the role of culture is often challenging to identify and measure. In the current paper, we employed Repertory Grids to…
Descriptors: Cultural Differences, Design, Foreign Countries, Program Evaluation
Albert Andry Echor Panergayo; Maricar S. Prudente – International Journal of Education in Mathematics, Science and Technology, 2024
This meta-analysis examined 12 empirical studies, published from 2013 to 2023, to determine the effectiveness of DBL in enhancing scientific creativity. The sample size involved 1211 students. Based on the analysis using random-effect model, DBL has a positive and strong significant effect (ES=1.181) to scientific creativity. Moderator analysis…
Descriptors: STEM Education, Creativity, Design, Learning Processes
Ölgen, Burcu – Design and Technology Education, 2020
In order to improve creative thinking in architectural design education, it is useful to interact with other disciplines such as music. There are many works of this interdisciplinary approach between architecture and music in the literature. These studies focus on new methods of creating forms with music for basic architectural education. The…
Descriptors: Role, Music, Architectural Education, Imagination
Bruce S. Rawlings; Sarah J. Cutting – Educational Psychology Review, 2024
Whether schools help or hinder creativity is a topic of vibrant, international debate. Some contend that the focus on structure, rote learning and standardised assessments associated with formal education stifles children's creativity. Others argue that creativity, much like numeracy or literacy, is a skill that can be taught, and educational…
Descriptors: Creativity, Education, 21st Century Skills, Creative Thinking
Catherine Akoth Ongoro; Yong-Yi Fanjiang – IEEE Transactions on Learning Technologies, 2024
This article aims to provide a systematic review of existing research on the use of digital game-based learning (DGBL) technology for foreign language (English) in preschool and elementary schools. Digital game-based technology enables learning to become more interactive and inspirational, thereby enhancing language acquisition. The authors…
Descriptors: Game Based Learning, Elementary School Students, Preschool Education, Creativity
National Center for the Improvement of Educational Assessment, 2023
Creative thinking is essential for career success in the information age. According to the World Economic Forum, creative thinking ranks as the fastest growing and second-most important skill among employers. Creative thinking also ranks above artificial intelligence (AI) and big data in terms of companies' skills-training priorities for workers.…
Descriptors: Creative Thinking, Success, Academic Achievement, Cognitive Processes
Pearson, Heather Ann; Dubé, Adam Kenneth – Education and Information Technologies, 2022
3D printing is an emerging educational technology that is said to prepare learners for a more technologically designed world. In this review, 3D printing studies are analyzed to identify the dominant theoretical approaches and learning outcomes associated with 3D printing in education. Five theories are identified, including situated learning…
Descriptors: Computer Peripherals, Printing, Educational Technology, Situated Learning
González-Zamar, Mariana-Daniela; Abad-Segura, Emilio – Education Sciences, 2021
Digital design processes in artistic education promote the development of autonomy and self-critical capacities among students. Digital technology has transformed university education and the development of transversal skills. The objective of this study is to analyze research on digital design in art education in the context of higher education…
Descriptors: Art Education, Design, Art Products, Computer Uses in Education
McLain, Matt – International Journal of Technology and Design Education, 2022
Drawing on the work of Lee Shulman, this article reviews literature exploring the concept of signasture pedagogies, which are described as having have surface, deep and implicit structures. These structures are complex and changing; concerned with habits of head, hand and heart. Emerging from professional education and now being explored in STEM…
Descriptors: Design, Technology Education, Teaching Methods, STEM Education
Saris, Brenda – International Journal of Art & Design Education, 2020
Understanding the enigma of how learners from the Peoples Republic of China enact and engage with creativity and creative design processes can be problematic for VCD educators. Central to the concerns are questions which relate to the relevance of Western creative and creative design process definitions, explanations and models. This review…
Descriptors: Teaching Methods, Visual Arts, Communication (Thought Transfer), Creativity
Executive Office of the President, 2022
While much work has been done to promote and advance convergence education over the past decade, a distinct and common framework is beneficial to the concept of convergence education being adopted and universally recognized. Therefore, based on extensive literature review and stakeholder engagement, the IWGC developed a definition and overarching…
Descriptors: Interdisciplinary Approach, STEM Education, Educational Practices, Science and Society