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Glaveanu, Vlad; Kaufman, James C. – Gifted Education International, 2022
What is the aim of giftedness? Is the goal to narrow in on the gifts of a select few or to nurture everyone's gifts such that they may be exchanged with each other? Drawing from creativity theory, we emphasize the possible interactive element of giftedness. Current paradigms risk ignoring hidden creativities and for potential to remain in the…
Descriptors: Gifted, Creativity, Cooperation, Models
Sarah Bowman; Josh Salter; Carol Stephenson; Darryl Humble – Teaching in Higher Education, 2024
This paper identifies the need for a pedagogical re-orientation in UK higher education to prepare graduates to overcome wicked problems. In addition to key knowledge sets, graduates need attributes of critical self-reflection, risk-awareness and management, collaboration, creativity, agility, reflexivity - enabling the ability to manage the…
Descriptors: Foreign Countries, Problem Solving, Higher Education, College Graduates
Piedade Vaz-Rebelo; Vanda Santos; Graça Bidarra – Open Education Studies, 2025
This study was developed in the scope of the Poly-Universe in Teacher Training Education project and explores how to promote interdisciplinary and STEAM approaches in teacher education with Poly-Universe, a game based on materials of different geometric shapes and different colours, that obey certain characteristics that allow for various…
Descriptors: Art Education, STEM Education, Curriculum, Competence
Seyedahmad Rahimi; Russell Almond; Andrea Ramírez-Salgado; Christine Wusylko; Lauren Weisberg; Yukyeong Song; Jie Lu; Ted Myers; Bowen Wang; Xiaomaon Wang; Marc Francois; Jennifer Moses; Eric Wright – Journal of Computer Assisted Learning, 2024
Background: Stealth assessment is a learning analytics method, which leverages the collection and analysis of learners' interaction data to make real-time inferences about their learning. Employed in digital learning environments, stealth assessment helps researchers, educators, and teachers evaluate learners' competencies and customize the…
Descriptors: Competence, Models, Research Methodology, Research Design
Astuti Muh. Amin; Fitriyah Karmila; Syamsu Rijal; Noor Hujjatusnaini; Romi Adiansyah – Journal of Education and e-Learning Research, 2025
The present study aimed to evaluate the validity, practicality, and effectiveness of an integrated project-based learning model and 4C scaffolding techniques in addressing students' misconceptions in biology. In this research and development (R&D) study, the learning model was validated by five experts. A limited product trial was conducted…
Descriptors: Artificial Intelligence, Technology Uses in Education, Misconceptions, Student Projects
Aekaterini Mavri; Andri Ioannou; Fernando Loizides – Education and Information Technologies, 2024
This research proposes that technology-supported cross-organizational (university-industry) Communities of Practice (CoPs), which are integrated into the Design Studies curriculum in Higher Education, can foster robust university-industry collaborations. These can help bridge the reported gap between the actual versus the expected soft skills and…
Descriptors: Communities of Practice, School Business Relationship, Models, Creativity
Warachit Promket – International Education Studies, 2024
The Development Instructional Model Based on Steam Education by TP-SMART MODEL To Enhance Technological Innovation and Creativity Skills of Secondary student Mathayom 6, divided into 4 steps. Step 1: Study the current and expected conditions of student learning and innovation skills development. 2) Develop the model 3) Study the results of use 4)…
Descriptors: STEM Education, Art Education, Creativity, Secondary School Students
Saimon, Musa; Lavicza, Zsolt; Dana-Picard, Thierry – Education and Information Technologies, 2023
The development of technology has changed the way people communicate in academic contexts as well as working places, for example from print messages to screened messages, and from face-to-face classroom and office meetings to virtual classes and offices. This has prompted the shift from traditional teaching practices to student-centered in which…
Descriptors: Foreign Countries, Communication Skills, College Students, Active Learning
Poulin, Jeff M. – Arts Education Policy Review, 2022
As the COVID-19 crisis exposed inequities in civic, funding, and programmatic policies -- often grounded in systemic oppression and White Supremacy -- community based, youth-focused organizations, such as Creative Youth Development (CYD) programs, were catapulted into unplanned changes in order to survive. In this tumultuous environment,…
Descriptors: Organizational Change, Crisis Management, Whites, COVID-19
Irham; Tolla, Ismail; Jabu, Baso – International Journal of Educational Methodology, 2022
This study aims to develop a learning model based on 4C skills to improve high school students' mathematical critical thinking skills. Research & development is the design used in this research by applying Plomp's development theory which consists of three phases, namely needs analysis, design and implementation, and evaluation. This research…
Descriptors: High School Students, Critical Thinking, Thinking Skills, Mathematics Skills
Marwan Abualrob; Thawra Awad – Science Education International, 2024
This study aims to develop an augmented reality (AR) board game for teaching atomic models and measure its effectiveness from the student's point of view. The Analysis, Design, Development, Implementation, and Evaluation model was used to create the AR board game to help achieve the study objectives. The study collected data from three focus…
Descriptors: Computer Simulation, Educational Technology, Models, Instructional Effectiveness
Coskun, Tugra Karademir; Deniz, Gül Fidan – International Journal of Technology and Design Education, 2022
In this study, the contribution of the 3D computer modeling to the twenty-first century's common competencies was evaluated from the perspective of secondary school students. The one-group post-test only design was used in the study. The instruments of the data collection process were an achievement test and a questionnaire developed by the…
Descriptors: 21st Century Skills, Secondary School Students, Educational Technology, Computer Graphics
Duncan, Jana; West, Richard E. – Educational Research and Reviews, 2018
This literature review discusses the similarities in main themes between Csikszentmihályi theory of individual flow and Sawyer theory of group flow, and compares Sawyer's theory with existing concepts in the literature on group work both in education and business. Because much creativity and innovation occurs within groups, understanding group…
Descriptors: Group Dynamics, Cooperative Learning, Models, Creativity
Ghahremani, Mehdi – ProQuest LLC, 2020
This thesis is an article-based (3-paper format) dissertation. In the first article, the research team adapted an input-process-outcome (IPO) model of group-level processes in the classroom, as a theoretical framework, to examine students' experiences regarding pre-college engineering curricula, classroom environments, and their experiences with…
Descriptors: Creativity, Design, Elementary Secondary Education, Engineering Education
Sharif, Rukhsar – Journal of Creative Behavior, 2017
This conceptual paper serves to create a model of creativity and innovation at different organizational levels. It draws on John Holland's Theory of Vocational Choice (1973) as the basis for its structure by incorporating the six different personality types from his theory: conventional, enterprising, realistic, social, investigative, and…
Descriptors: Models, Creativity, Innovation, Career Choice