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Martz, Ben; Hughes, Jim; Braun, Frank – Journal of Learning in Higher Education, 2016
This paper looks at and assesses the development and implementation of a problem solving and creativity class for the purpose of providing a basis for a Business Informatics curriculum. The development was fueled by the desire to create a broad based class that 1. Familiarized students to the underlying concepts of problem solving; 2. Introduced…
Descriptors: Creativity, Problem Solving, Information Systems, Business Administration Education
Mou, Tsai-Yun; Jeng, Tay-Sheng; Chen, Chien-Hsu – Educational Research and Reviews, 2013
This research focused on a new method in the development of animation story content, which could shorten the creation process and arouse new ideas. Two phases of experiments were conducted to explore this reversed model. The first phase is a pretest of participants' creativity, which was a base for further examination the relationship between…
Descriptors: Creativity, Creativity Tests, Task Analysis, Animation
Harrison, Henry L. (Hal), III; Loveland, Thomas – Technology Teacher, 2009
Extensive planning must be used to produce television programs. Students must develop sound design practices and understand these attributes of design in their production planning. Through the design and planning processes involved in television production, students learn that design is a creative process, and that there is no perfect design, but…
Descriptors: Creativity, Production Techniques, Television, Design
Minocha, Shailey; Reeves, Ahmad John – Learning, Media and Technology, 2010
"Second Life" (SL) is a three-dimensional (3D) virtual world, and educational institutions are adopting SL to support their teaching and learning. Although the question of how 3D learning spaces should be designed to support student learning and engagement has been raised among SL educators and designers, there is hardly any guidance or…
Descriptors: Informal Education, Guidance, Space Utilization, Mail Surveys
Lynch, Martin A.; Tunstall, Richard J. – Simulation & Gaming, 2008
A growing body of evidence suggests that relevant, well-designed simulations can make a valuable contribution to students' experiences in training and education and go some way toward meeting the expectations of students who have grown up with immersive, computer-mediated games. Within universities, many barriers exist that may prevent the…
Descriptors: Creativity, Educational Philosophy, Partnerships in Education, Educational Games

Lazaron, Edna – School Arts, 1976
Whenever a young student wanted to weave, his loom was at school or at home. He solved the problem by designing a portable loom which he is able to carry with his school books and can even use on the school bus. (Author/RK)
Descriptors: Art Education, Creativity, Design Preferences, Handicrafts
Christiaans, Henri; Venselaar, Kees – International Journal of Technology and Design Education, 2005
The present study focuses on the relationship between the acquisition of design knowledge by novice design students and the quality of their designs. Design learning is typically based on action and reflection. Knowledge of solution processes, being part of this reflection, is found to be crucial in monitoring and controlling the design process…
Descriptors: Creativity, Design, Engineering, Reflection
Hendrick, Clyde – Percept Mot Skills, 1969
Descriptors: College Students, Concept Formation, Creativity, Design Preferences
Crosbie, Helen – 1985
Theories and techniques for fostering creativity are described because all students, regardless of intelligence or talent, have artistic ability that should be developed. Four basic visual viewpoints have been identified: the expressive colorist, the hands-on formist, the neat observant designer, and the pattern-oriented draftsperson. These visual…
Descriptors: Ability Identification, Art Education, Art Expression, Creative Development