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An Wang; Gulnara Burdina – Interactive Learning Environments, 2024
The development of creative thinking is an important task of modern education. The purpose of this study is to empirically confirm/disprove the hypothesis that the tools of an educational environment with innovative technologies contribute to the development of pedagogy students' creativity. For this purpose, a creativity course was designed and…
Descriptors: Educational Innovation, Educational Technology, Creative Thinking, Technological Advancement
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Nauryz Kuldanov; Svetlana Balagazova; Kamarsulu Ibrayeva; Aliya Mombek; Zhanbolat Kosherbayev; Nazymgul Bolatkhan – Journal of Educational Computing Research, 2025
The primary aim of this study was to evaluate whether the use of the EmoMusic dataset could enhance first-year students' emotional and musical creativity. A randomized controlled trial was conducted with 128 students. Participants were randomly assigned either to a control group that continued traditional vocal training or to an experimental group…
Descriptors: College Freshmen, Music Education, Creativity, Emotional Response
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Xiaojing Weng; Thomas K. F. Chiu – Journal of Research on Technology in Education, 2024
Students' perceived competencies may reflect dispositions to trigger and enhance engagement acts and promote engagement benefits. Although perceived competencies and engagement acts are significant resources in STEM learning, their relationships remain unclear. Accordingly, we applied the transactional model of engagement (TME) to examine these…
Descriptors: STEM Education, Secondary School Students, Foreign Countries, Learner Engagement
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Kassinee Tupthong; Pinanta Chatwattana – Higher Education Studies, 2025
The architecture of the micro-learning platform mixed with gamification via metaverse is a research tool that was initiated by the concepts of micro-learning integrated with the gamification mechanism. It is intended to be employed as a guideline for the instruction management that encourages learners to perform self-learning with small or short…
Descriptors: Computer Simulation, Gamification, Creativity, Problem Solving
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Irma Dhitasarifa; Indah Urwatin Wusqo – Turkish Online Journal of Distance Education, 2024
This study aims to determine the effect of using STEAM digital teaching materials on increasing creative problem-solving skills. This study has a quasi-experimental research design with a nonequivalent control group. This study employed a random sampling technique and obtained Class 8-F as the experimental class and Class 8-H as the control class.…
Descriptors: STEM Education, Educational Technology, Instructional Materials, Creativity
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Lijuan Huang; Adiza A. Musah – Journal of Pedagogical Research, 2024
In the ever-changing sector of education, the use of technology has become critical to innovation and increased learning opportunities. This research illustrates the intricate connections that exist between augmented reality [AR] and tremendous educational attributes, thinking about how AR might modify conventional teaching approaches. The…
Descriptors: Computer Simulation, Creativity, Student Behavior, Teaching Methods
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Chi Kai Lam – International Journal of Music Education, 2024
This scoping review addresses internationally published empirical studies on the subject of technology-enhanced creativity. The study aims to identify the types of technological tools used to enhance students' creativity and examine how technological tools can support students' creativity in K-12 music education. This review selected and analyzed…
Descriptors: Elementary Secondary Education, Educational Technology, Technology Uses in Education, Music Education
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Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
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Omar Abu Al-majd; Barana Belton – Asian-Pacific Journal of Second and Foreign Language Education, 2024
Ignoring technology in teaching English language in EFL contexts persuaded the researchers to do this study. In fact, this research looked at how Saudi Arabian EFL learners' academic achievement (AA), creativity, and academic buoyancy (AB) were affected by vocabulary acquisition with and without the use of technology. Fifty intermediate EFL…
Descriptors: Foreign Countries, English Language Learners, Vocabulary Development, Academic Achievement
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Jierong Zhu – Education and Information Technologies, 2024
Music contributes to the expansion of the outlook, memory training, and the development of children's creative abilities. The main objective of the work is to determine the effectiveness of music education for preschool children through the use of modern technologies aimed at the development of the memory of students, taking into account the…
Descriptors: Educational Technology, Child Development, Preschool Children, Memory
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Betül Czerkawski – TechTrends: Linking Research and Practice to Improve Learning, 2025
In the rapidly evolving landscape of higher education, we are witnessing an unprecedented surge in the use of Artificial Intelligence (AI). This rapid surge necessitates a thorough exploration of how faculty members, instructional designers, and researchers adopt AI, especially GenAI, using learning design practices. The present research study…
Descriptors: Convergent Thinking, Creative Thinking, Creativity, Artificial Intelligence
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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Liu, Mengrong; Pang, Weiguo; Guo, Jiajun; Zhang, Yiwen – Education and Information Technologies, 2022
Creativity is essential for the sustainable development of both individuals and organizations. The constant permeation of technology into everyday life is expected to facilitate the cultivation of creativity. To date, no consistent answer has been reached regarding the effect of technology on creativity. This study conducted a three-level…
Descriptors: Meta Analysis, Educational Technology, Multimedia Materials, Creativity
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Seyedahmad Rahimi; Valerie J. Shute – Educational Technology Research and Development, 2024
Research fields related to learning (e.g., educational technology and learning sciences) have historically focused on what questions using traditional methods (e.g., comparing different learning tools and methods). New methodologies that are grounded in learning, engagement, and motivational theories are needed to additionally address the how…
Descriptors: Evaluation Methods, Psychometrics, Learning Processes, Educational Technology
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Yiyi Chen; Zihe Ding – Education and Information Technologies, 2024
Digitalization can potentially benefit the creative and cognitive development of children. This study aims to analyze this impact on a sample of preschool children. A total of 80 preschoolers were divided into four groups based on their age and program variables: there were two groups (control and training) of children aged 3 to 4 years and two…
Descriptors: Preschool Children, Young Children, Educational Technology, Technology Uses in Education
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