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Thada Jatnkoon; Kitsadaporn Jantakun; Thiti Jantakun; Rungfa Pasmala – Higher Education Studies, 2025
This research addresses the pressing need for innovative educational frameworks that foster creativity and innovation in online learning environments. The study develops and validates a comprehensive model integrating STEAM education, micro-learning principles, and augmented reality (AR) technology within massive open online courses (MOOCs).…
Descriptors: STEM Education, Art Education, MOOCs, Creativity
Boris Forthmann; Benjamin Goecke; Roger E. Beaty – Creativity Research Journal, 2025
Human ratings are ubiquitous in creativity research. Yet, the process of rating responses to creativity tasks -- typically several hundred or thousands of responses, per rater -- is often time-consuming and expensive. Planned missing data designs, where raters only rate a subset of the total number of responses, have been recently proposed as one…
Descriptors: Creativity, Research, Researchers, Research Methodology
Sreejun, Surang; Chatwattana, Pinanta – Journal of Education and Learning, 2023
The objectives of this research are (1) to study and synthesise the conceptual framework of the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products and digital empathy, (2) to develop the imagineering learning model with inquiry-based learning via augmented reality to enhance creative products…
Descriptors: Inquiry, Computer Simulation, Creativity, Empathy
Liu, Bowen; Wu, Yonghe; Xing, Wanli; Guo, Shouchao; Zhu, Lijuan – Interactive Learning Environments, 2023
3D design and modeling is an important part of design education. Self-directed learning (SDL) has been considered in order to effectively learn and teach 3D design and modeling. Exploring the relationship between students' SDL ability and their behavior in learning 3D design will not only promote the 3D design learning process and outcomes, but…
Descriptors: Independent Study, Computer Simulation, Design, Models
Sosa, Ricardo; van Dijck, Max – Creativity Research Journal, 2022
The distinction between "Big-C" and "little-c" creativity implies that the generative process of celebrated creators is of a special type or degree. Arguments for and against such a hierarchy of creativity are found in the literature, primarily built on rhetorical argumentation. The aim of this work is to examine the rationale…
Descriptors: Creativity, Computer Simulation, Models, Social Systems
Hung, Su-Pin; Huang, Hung-Yu – Journal of Educational and Behavioral Statistics, 2022
To address response style or bias in rating scales, forced-choice items are often used to request that respondents rank their attitudes or preferences among a limited set of options. The rating scales used by raters to render judgments on ratees' performance also contribute to rater bias or errors; consequently, forced-choice items have recently…
Descriptors: Evaluation Methods, Rating Scales, Item Analysis, Preferences
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
Gregorcic, Bor; Bodin, Madelen – Physics Teacher, 2017
Algodoo (http://www.algodoo.com) is a digital sandbox for physics 2D simulations. It allows students and teachers to easily create simulated "scenes" and explore physics through a user-friendly and visually attractive interface. In this paper, we present different ways in which students and teachers can use Algodoo to visualize and solve…
Descriptors: Physics, Science Instruction, Teaching Methods, Simulation
Anderson, Jim; Macleroy, Vicky – Language and Intercultural Communication, 2017
Based on findings from a 5-year research project called "Critical Connections", this article sets out an integrated framework for language learning in the context of multilingual digital storytelling. Following an explanation of the theoretical approach, four vignettes are presented which illustrate the principles in practice.…
Descriptors: Multilingualism, Story Telling, Electronic Learning, Vignettes
Wu, Yun-Wu; Weng, Kuo-Hua; Young, Li-Ming – EURASIA Journal of Mathematics, Science & Technology Education, 2016
Generally, in the foundation course of architectural design, much emphasis is placed on teaching of the basic design skills without focusing on teaching students to apply the basic design concepts in their architectural designs or promoting students' own creativity. Therefore, this study aims to propose a concept transformation learning model to…
Descriptors: Models, Design, Architectural Education, Teaching Methods
Diener, Marissa L.; Wright, Cheryl A.; Smith, Katherine N.; Wright, Scott D. – Creativity Research Journal, 2014
The goal of this study was to develop a measure of creativity that builds on the strengths of youth with autism spectrum disorders (ASD). The assessment of creativity focused on the visual-spatial abilities of these youth using 3D modeling software. One of the objectives of the research was to develop a measure of creativity in an authentic…
Descriptors: Autism, Pervasive Developmental Disorders, Creativity, Creativity Tests
Liu, Chen-Chung; Liu, Kuo-Ping; Wang, Pi-Hui; Chen, Gwo-Dong; Su, Mu-Chun – British Journal of Educational Technology, 2012
Software avatars are increasingly applied to support children's collaborative storytelling because avatars may serve as a transparent shield or as embodied agents to facilitate creativity in children. However, when using avatars, it is not easy for children to practise and refine their speaking skills by narrating their stories to an audience. The…
Descriptors: Creativity, Interaction, Speech Skills, Elementary School Students
Sampson, Demetrios G., Ed.; Spector, J. Michael, Ed.; Ifenthaler, Dirk, Ed.; Isaias, Pedro, Ed. – International Association for Development of the Information Society, 2014
These proceedings contain the papers of the 11th International Conference on Cognition and Exploratory Learning in the Digital Age (CELDA 2014), October 25-27, 2014, which has been organized by the International Association for Development of the Information Society (IADIS) and endorsed by the Japanese Society for Information and Systems in…
Descriptors: Conference Papers, Teaching Methods, Technological Literacy, Technology Uses in Education

Loehle, Craig – Journal of Creative Behavior, 1994
This article presents a queuing model simulation of scientific productivity utilizing critical path analysis. Creativity is found to have a large positive effect, a negative effect, or no effect on productivity, depending on the stage of the problem-solving process to which it is applied and the nature of the bottlenecks inherent to the specific…
Descriptors: Adults, Creativity, Critical Path Method, Models
Shute, Valerie J.; Ventura, Matthew; Bauer, Malcolm; Zapata-Rivera, Diego – ETS Research Report Series, 2008
To reveal what is being learned during the gaming experience, this report proposes an approach for embedding assessments in immersive games, drawing on recent advances in assessment design. Key to this approach are formative assessment to guide instructional experiences and evidence-centered design to systematically analyze the assessment argument…
Descriptors: Educational Games, Formative Evaluation, Instructional Design, Evidence Based Practice
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