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Daniyarova, Akmaral; Suad, Alwaely; Vecherinina, Elena; Seluch, Marina; Ananishnev, Vladimir – World Journal on Educational Technology: Current Issues, 2022
The authors examine the pros and cons of games in the context of increasing students' creativity and scientific competence. Research materials and methods consisted of two tests. The first included the use of 7 pedagogical methods that are valid for the mental diagnosis of students: speed of thinking; method of thinking flexibility; method of…
Descriptors: Educational Games, Creativity, Teaching Methods, Cognitive Processes
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Harper, Suzanne R.; Cox, Dana C. – Mathematics Teacher, 2017
In the authors' attempts to incorporate problem solving into their mathematics courses, they have found that student ambition and creativity are often hampered by feelings of risk, as many students are conditioned to value a produced solution over the actual process of building one. Eliminating risk is neither possible nor desired. The challenge,…
Descriptors: Problem Solving, Mathematics Instruction, Student Motivation, Creativity
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Önal, Gökçe Ketizmen – Design and Technology Education, 2017
This study is mainly about developing an approach for fostering creativity in design education through analyzing the interactions among creative dimensions resembling spatial and organizational pattern of folding as a technique and also by the help of cognitive action of designers: workshop participants. In order to make an assessment, a case…
Descriptors: Creativity, Design, Interaction, Spatial Ability
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Kuo, Ming-Shiou; Chuang, Tsung-Yen – International Journal of Distance Education Technologies, 2013
The teaching of 3D digital game design requires the development of students' meta-skills, from story creativity to 3D model construction, and even the visualization process in design thinking. The characteristics a good game designer should possess have been identified as including redesign things, creativity thinking and the ability to…
Descriptors: Design, Cognitive Processes, Thinking Skills, Creativity
DeSchryver, Michael – ProQuest LLC, 2012
This dissertation utilized a multiple case study design to explore how advanced learners synthesize information about ill-structured topics when reading-to-learn and reading-to-do on the Web. Eight graduate students provided data in the form of think-alouds, interviews, screen video, digital trails, and task artifacts. Data analysis was based on…
Descriptors: Educational Technology, Case Studies, Internet, Graduate Students
Fluellen, Jerry E., Jr. – Online Submission, 2011
The Learning and Brain Conference for 2011 featured talks on a handful of themes including creativity, technology, education tomorrow, five minds for the future and innovation. Of these, innovation took center stage. Tony Wagner's opening plenary session became the conference prologue, examining innovation from several perspectives including seven…
Descriptors: Innovation, Brain, Educational Technology, Thinking Skills
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Aris, Baharuddin; Gharbaghi, Alireza; Ahmad, Maizah Hura; Rosli, Mohd Shafie – International Education Studies, 2013
The main purpose of this study is to introduce a check list for evaluating persuasive features of mathematics courseware. Since mathematics is a source of anxiety among students (Zeidner & Matthews, 2010), this research is an attempt to employ persuasive features that can be used in mathematics courseware. Specifically, we sought to determine…
Descriptors: Check Lists, Courseware, Mathematics Instruction, Teaching Methods
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du Plessis, Andre; Webb, Paul – Australasian Journal of Educational Technology, 2012
This quantitative and qualitative interpretive exploratory case study investigates whether exposure to an Internet based "Extended Cyberhunt" strategy enables teachers to attain a set of outcomes similar to Prensky's "Essential 21st Century Skills" and the "Critical Outcomes of the South African National Curriculum…
Descriptors: Curriculum Design, Journal Writing, Goal Orientation, Likert Scales
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2016
For the thirty-ninth time, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Las Vegas, Nevada. The Proceedings of AECT's Convention are published in two volumes.…
Descriptors: Annual Reports, Conference Papers, Conferences (Gatherings), Educational Technology
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Howard-Jones, Paul A.; Winfield, M.; Crimmins, G. – Educational Research, 2008
Background: Neuroscience is unlikely to produce findings for immediate application in the classroom. The educational significance and practical implications of knowledge about mind and brain inevitably require some level of interpretation, yet the multiplying examples of unscientific "brain-based" educational concepts suggest this process of…
Descriptors: Creativity, Action Research, Metacognition, Brain
Stoyanov, Slavi; Kirschner, Paul – Journal of Research on Technology in Education, 2007
This study investigated the effect of two problem-solving techniques: (a) free-association with a direct reference to the problem, called shortly direct, and (b) free-association with a remote and postponed reference to the problem, called remote, on fluency and originality of ideas in solving ill-structured problems. The research design…
Descriptors: Creativity, Cognitive Style, Instructional Design, Problem Solving
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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
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Muirhead, Brent – Educational Technology & Society, 2007
In this article, the author provides a concise discussion on creativity, defining the term, sharing theoretical background information and offering insights into promoting creativity in online university classes. Emphasis will be placed on relevant ways to integrate creativity into instructional activities across the academic disciplines. He…
Descriptors: Teaching Methods, College Instruction, Creativity, Online Courses
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Simonson, Michael, Ed. – Association for Educational Communications and Technology, 2013
For the thirty-sixth year, the Research and Theory Division of the Association for Educational Communications and Technology (AECT) is sponsoring the publication of these Proceedings. Papers published in this volume were presented at the annual AECT Convention in Anaheim, California. The Proceedings of AECT's Convention are published in two…
Descriptors: Educational Technology, Ethnicity, Educational Games, Specialists
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Defranco-Tommarello, Joanna; Deek, Fadi P. – Journal of Interactive Learning Research, 2005
The experimental results of a collaborative problem solving and program development model that takes into consideration the cognitive and social activities that occur during software development is presented in this paper. This collaborative model is based on the Dual Common Model that focuses on individual cognitive aspects of problem solving and…
Descriptors: Interpersonal Communication, Group Dynamics, Programming, Educational Technology
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