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Amber Beisly; Anne Moffitt – Early Childhood Education Journal, 2025
When children engage in play, they develop essential skills like creativity, flexibility, imagination, and problem-solving. Children who engage in STEAM (Science, Technology, Engineering, Arts, and Math) activities also build similar skills. Both play and STEAM enable children to ask questions, try different solutions, and develop explanations for…
Descriptors: STEM Education, Art Activities, Creative Development, Creativity
Khaula Noorul 'Ain; Nanang Winarno; Eka Cahya Prima; Marina Mokhtar – Journal of Science Learning, 2025
Education in the modern era requires students to have high creative skills to face the challenges of a complex world. However, the lack of teaching learning models that foster students' creativity is a common problem in classroom learning. This research aims to explore the impact of the STEM-DT (Science, Technology, Engineering, and…
Descriptors: Creativity, STEM Education, Junior High School Students, Water Quality
Luecha Ladachart; Visit Radchanet; Wilawan Phothong; Ladapa Ladachart – Research in Science & Technological Education, 2024
Integrating science, technology, engineering, art, and mathematics (STEAM) education has become an emphasis in many countries' K-12 curricula. Design-based learning is an instructional approach that allows students to learn STEAM in more integrated ways than the traditional method. Using design thinking as a pedagogical framework, design-based…
Descriptors: Foreign Countries, Middle School Students, Grade 8, STEM Education
Aguilera, David; Ortiz-Revilla, Jairo – Education Sciences, 2021
STEM (science, technology, engineering and mathematics) is an educational approach that is now accompanied by the STEAM (STEM + Arts) variant. Both educational approaches seek to renew the scientific literacy of younger generations, and, with the inclusion of the arts, student creativity is described as a key skill that must receive special…
Descriptors: STEM Education, Creativity, Literature Reviews, Creative Development
Horrace, Rebecca – International Journal of the Whole Child, 2021
The purpose of this article is to explore the relationship between technology integration and play from a whole child perspective, specifically through online play groups. As play continues to decline and vanish from our schools completely, the author believes we must reexamine the countless benefits of play across STREAM education. With current…
Descriptors: STEM Education, Art Education, Technology Integration, Play
Weng, Xiaojing; Ng, Oi-Lam; Cui, Zhihao; Leung, Suzannie – Journal of Educational Computing Research, 2023
Creativity, one of the cornerstones of students' 21st-century skills, is regarded as an important learning outcome of science, technology, engineering, arts, and mathematics (STEAM) education. Meanwhile, problem-based digital making (DM), which combines the child-friendly programming activities of DM with problem-solving elements, is an emerging…
Descriptors: Creativity, Creative Development, 21st Century Skills, Problem Based Learning
Üret, Aytül; Ceylan, Remziye – European Early Childhood Education Research Journal, 2021
In this study, the effect of STEM education on the creativity of 5-year-old children was examined. This article presents the relationship between STEM education and creativity in early years of childhood. The semi-experimental method with pretest-posttest-control group is used to observe the difference of creativity scores between study group and…
Descriptors: STEM Education, Creativity, Teaching Methods, Kindergarten
Hyeri Park – ProQuest LLC, 2021
Although a great deal of research has been conducted examining the relationship of domain knowledge or creative potential and creative achievement, there is still a lack of research on more comprehensive understanding on how much each of potential factors is related to individual's creative achievement. The current studies aimed to investigate…
Descriptors: Foreign Countries, Undergraduate Students, Creativity, Creative Development
Mason, Helen – Primary Science, 2022
The SunSpaceArt (SSA) project, led by the author, a solar scientist at the University of Cambridge, comprises a diverse team of scientists and visual artists who run STEAM (STEM + Arts) workshops in schools, space camps and at other venues (museums, science centres and so on). The project focuses mainly on 7- to 12-year-olds, which is a key age…
Descriptors: Creativity, Science Education, Science Interests, Creative Development
Rodriguez, Shelly; Harron, Jason; Fletcher, Steven; Spock, Hannah – Science Teacher, 2018
While there is no official definition, making is generally thought of as turning ideas into products through design, invention, and building. Support is growing for integrating making into science, technology, engineering, and mathematics (STEM) education. Making can help high school students explore science concepts and phenomena, yet, lacking…
Descriptors: High School Students, Creative Development, Design, Curriculum Enrichment
Fiebrink, Rebecca – ACM Transactions on Computing Education, 2019
This article aims to lay a foundation for the research and practice of machine learning education for creative practitioners. It begins by arguing that it is important to teach machine learning to creative practitioners and to conduct research about this teaching, drawing on related work in creative machine learning, creative computing education,…
Descriptors: Artificial Intelligence, Man Machine Systems, Population Groups, Creativity
Layman, Eric. W. – Global Education Review, 2018
Will my children's creativity be hindered if I place them within the rigidity of an East Asian school? Conversely, could my children's math and science skills benefit from the high expectations of an East Asian curriculum and teacher? The purpose of this study is two-fold. Firstly, it aims to demonstrate that comparison between Eastern and Western…
Descriptors: Educational Background, High Stakes Tests, Standardized Tests, Achievement Tests
Peppler, Kylie; Bender, Sophia – Phi Delta Kappan, 2013
The maker movement consists of a growing culture of hands-on making, creating, designing, and innovating. A hallmark of the maker movement is its do-it-yourself (or do-it-with-others) mindset that brings individuals together around a range of activities, both high- and low-tech, all involving some form of creation or repair. The movement's…
Descriptors: Creative Activities, Creative Development, Hands on Science, Communities of Practice
Sirinterlikci, Arif; Zane, Linda; Sirinterlikci, Aleea L. – Journal of Technology Studies, 2009
This article presents an initiative that is based on active learning pedagogy by engaging elementary and middle school students in the toy design and development field. The case study presented in this article is about student learning experiences during their participation in the TOYchallenge National Toy Design Competition. Students followed the…
Descriptors: Middle School Students, Active Learning, Toys, Cognitive Processes