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Jue-Qi Guan; Wen-Zhuo Wang; Xiao-Feng Wang; Jiong Zhu; Gwo-Jen Hwang – Educational Technology Research and Development, 2024
Painting is the most fundamental kind of art, and is one important part of creative practice in art courses. In typical painting classes, students paint a picture independently with only a few theoretical explanations and may lack authentic experience of the painting topic. It would therefore be meaningful to construct a new painting form to…
Descriptors: Painting (Visual Arts), Art Education, Creativity, Computer Simulation
Wikanta, Wiwi; Suharti, Peni; Asy'ari – Journal of Biological Education Indonesia (Jurnal Pendidikan Biologi Indonesia), 2023
Students' creative thinking skills need to be developed, one of which is through learning. This research was aimed to produce Augmented Reality (AR) media based on Group Investigation (GI) practice models on various living things to improve students' creative thinking skills. This research and development using the 4-D model. However, it only…
Descriptors: Practicums, Handheld Devices, Electronic Learning, Computer Simulation
Kim, Hyojung; So, Hyo-Jeong; Park, Ju-Yeon – Educational Technology & Society, 2022
The goal of this study was to examine the effect of engaging students in socially engaged art (SEA) education to create 3D virtual worlds for fostering creative problem-solving (CPS) skills. The study was conducted with 135 students (aged 16) of boys' high school in Korea who participated in the SEA program through four stages: Stage 1-…
Descriptors: Learner Engagement, Art Education, Computer Simulation, Creative Thinking
Yu-Jun Liao; Wernhuar Tarng; Tzu-Ling Wang – Education and Information Technologies, 2025
The purpose of this study is to examine the effects of employing an augmented reality (AR) lens imaging system on inquiry-based learning concerning junior high school students' science achievement, science learning motivation, and inquiry skills. For this purpose, an AR lens imaging learning system was developed specifically for the lens imaging…
Descriptors: Foreign Countries, Junior High School Students, Junior High School Teachers, Computer Simulation
Qi-Fan Yang; Han Lin; Gwo-Jen Hwang; Pei-Yao Su; Jia-Hua Zhao – Interactive Learning Environments, 2024
In science education, chemistry is a discipline that involves macroscopic matter and microscopic particles. It is difficult for the traditional teaching approach to help learners comprehend abstract chemical knowledge. Researchers have attempted to use Virtual Reality (VR) to help learners realize meaningful knowledge via visualizing the learning…
Descriptors: Foreign Countries, Junior High School Students, Grade 9, Chemistry
Husni Mubarok; Chi-Jen Lin; Gwo-Jen Hwang – Interactive Learning Environments, 2024
In language learning, it is important to foster students' computational thinking and improve their skills of building arguments and dialectical structure, teamwork, and decision accuracy. This is especially so in English language courses which aim to promote students' cultural learning interest, creative thinking, and oral presentation.…
Descriptors: English (Second Language), Computer Simulation, Second Language Learning, Cooperative Learning
I Gusti Putu Asto Buditjahjanto; Juki Irfansyah – Journal of Technology and Science Education, 2023
The use of computer applications as learning media has been widely used in the learning process. One such computer application is Augmented Reality. Augmented Reality has advantages in ease of use, media appeal, and mobility because it can be used on cell phones and tablets. Creative thinking is a skill that students need in solving problems in a…
Descriptors: Computer Simulation, Creative Thinking, Program Effectiveness, Academic Achievement
Pozo-Sánchez, Santiago; Lampropoulos, Georgios; López-Belmonte, Jesús – Journal of New Approaches in Educational Research, 2022
Gamification is a training model that encourages the inclusion of active methodologies into learning environments. The objective of this study is to analyze the effects of a gamified experience through virtual and face-to-face escape rooms as well as to determine the generated levels of fun, absorption, creative thinking, mastery, activation,…
Descriptors: Gamification, Educational Games, In Person Learning, Computer Simulation
Lin, Yu-Ju; Wang, Hung-chun – Innovation in Language Learning and Teaching, 2023
This study was conducted to explore the effects of an augmented-reality (AR) creative project on English L2 learners' perceptions of creativity, as well as to investigate how to stimulate students' learning motivation. The AR project was developed and integrated into the course syllabus of a university English class, and 39 Taiwanese freshmen…
Descriptors: Computer Simulation, English (Second Language), Second Language Learning, College Students
Yunus Emre Avcu; Yavuz Yaman – Journal of Inquiry Based Activities, 2024
A differentiated science activity was created for gifted students. The focus is on Sustainable Development Goal 15 (SDG-15) for life on land, enhancing engagement, self-regulated learning skills, and scientific creativity in gifted students. The activity spanned eight lesson hours, with tasks encouraging observation, inquiry, and creative…
Descriptors: Gifted, Individualized Instruction, Science Instruction, Computer Simulation
Simanjuntak, Mariati Purnama; Hutahaean, Juniar; Marpaung, Nurliana; Ramadhani, Dewi – International Journal of Instruction, 2021
This study is aimed to investigate the effectiveness of problem-based learning combined with simulation on students' problem-solving and creative thinking skills. By employing a quasi-experimental design, this study used essay and problem-based tests as the instruments to evaluate problem-solving and creative thinking skills of 192 students. These…
Descriptors: Problem Based Learning, Creative Thinking, Problem Solving, Computer Simulation
Yousef, Ahmed Mohamed Fahmy – Journal of Computer Assisted Learning, 2021
There is a large volume of published studies describing the positive role of Augmented Reality (AR) in educational settings. However, there is a paucity of empirical work that explores its role in supporting primary school pupil's motivation and creativity. Moreover, numerous studies have confirmed that pupils have difficulties in learning…
Descriptors: Computer Simulation, Creative Thinking, Primary Education, Grade 1
Chirico, Alice; Glaveanu, Vlad Petre; Cipresso, Pietro; Riva, Giuseppe; Gaggioli, Andrea – Creativity Research Journal, 2018
Awe is a complex emotion characterized by feelings of vastness and a need for accommodation. The aim of this study was to investigate whether the experience of awe impacts on peculiar dimensions of creative potential in terms of creative thinking. Fifty-two university students were exposed both to an awe-inducing 3D-video and to a neutral one in a…
Descriptors: Creative Thinking, Psychological Patterns, College Students, Creativity Tests
Bourgeois-Bougrine, Samira; Richard, Peter; Burkhardt, Jean-Marie; Frantz, Benjamin; Lubart, Todd – Creativity Research Journal, 2020
The aim of this study was to explore whether Multi-User Virtual Environments (MUVE) improve the creativity of users regardless of their creative potential profile. The study involved brainstorming sessions in two settings: a real meeting room (RE) and a similar meeting room in a virtual environment (VE). Twenty groups of three users of public…
Descriptors: Virtual Classrooms, Brainstorming, Computer Simulation, Risk
Jesionkowska, Joanna; Wild, Fridolin; Deval, Yann – Education Sciences, 2020
Immersive technologies are rapidly transforming the field of education. Amongst them, Augmented Reality (AR) has shown promise as a resource, particularly for education in Science, Technology, Engineering, Arts, and Mathematics (STEAM). There are, however, few teachers deploying this new medium in the classroom directly, and, consequently, only a…
Descriptors: Art Education, STEM Education, Active Learning, Computer Simulation
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