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Lawrence K. Ma; Yiu-Bun Chung; Eddie Shing-Chung Shee; Grace Fung-Ling Cheng; Kathryn Dawson – Psychology Teaching Review, 2024
The use of a drama-based pedagogical (DBP) approach, while well-documented to promote active learning and enhance students' generic skills, is under-utilised in the context of higher education, particularly in psychology learning and teaching (L&T). A project, comprising two virtual drama-integrated learning sessions, was implemented to gauge…
Descriptors: Foreign Countries, College Students, Drama, Experiential Learning
Hyunjun Choi; Hyowon Kim; Nooree Kim – Cogent Education, 2024
The study explored the impacts of the two-day Living LAB urban regeneration idea camp, which enhanced college students' divergent thinking skills and creative self-efficacy. Quantitative and qualitative empirical data were obtained from 35 camp participants from three universities in Korea. The quantitative results of the study revealed that camp…
Descriptors: Creativity, College Students, Problem Based Learning, Creative Thinking
Nasongkhla, Jaitip; Sujiva, Siridej – Contemporary Educational Technology, 2022
This design research aims to propose a HyFlex strategy for students and participants in the workplace using massive open online course (MOOC) flipped between the two settings, an active in-classroom to an action learning in the workplace. The research methods were designed into two major parts, where the first part was a design stage which…
Descriptors: Blended Learning, Flipped Classroom, Experiential Learning, MOOCs
Dorland, AnneMarie – Collected Essays on Learning and Teaching, 2023
Meaningful and impactful learning experiences are rife with failure. And yet, students struggle with framing, tolerating and attributing failure in a positive manner within the post-secondary learning context. This paper explores whether using design thinking as a pedagogical approach might help students learn to tolerate, reframe and attribute…
Descriptors: Undergraduate Students, Business Administration Education, Marketing, Design
Timothy Berndt – ProQuest LLC, 2021
The prominence of virtual reality (VR) in the educational field has grown in recent years due to increased availability and lower costs. I conducted a global study regarding how pioneering K-12 teachers use VR to engage students in learning activities. The purpose of this qualitative case study was to identify how and why teachers used VR for…
Descriptors: Computer Simulation, Technology Uses in Education, Educational Technology, Elementary School Teachers
Primus, Dirk J.; Sonnenburg, Stephan – Creativity Research Journal, 2018
The flow experience can be an important precursor to high levels of creativity and innovation. Prior work has identified and conceptualized the key elements of the flow experience in cocreative activities as individual flow corridor, individual flow feeling, and group flow. Surprisingly, the flow experience is underrepresented in theory and…
Descriptors: Creative Thinking, Toys, Teaching Methods, Educational Games
Tiernan, Peter – Education & Training, 2016
Purpose: The purpose of this paper is to examine the impact of enterprise education on students' understanding of and attitudes to entrepreneurship and enterprise education in initial teacher education. Design/methodology/approach: This paper builds on current literature by introducing student teachers to the theory and practice of…
Descriptors: Foreign Countries, Preservice Teacher Education, Entrepreneurship, Student Teacher Attitudes
Nissilä, Säde-Pirkko; Virkkula, Esa – Journal of Problem Based Learning in Higher Education, 2015
PBL is learning through becoming conscious of practical and abstract problems and finding ways how to solve them. It can be a pattern which doesn't follow traditional divisions of disciplines. In this article the material was collected from two, in the first sight, very different groups. One was music students (N = 62) who had to learn to solve…
Descriptors: Problem Based Learning, Musicians, Engineering, Problem Solving
Chesimet, M. C.; Githua, B. N.; Ng'eno, J. K. – Journal of Education and Practice, 2016
Mathematics is a subject which seeks to understand patterns that permeate both the world around us and the mind within us. There are many ways of thinking and the kind of thinking one learns in mathematics is an ability to handle abstraction and solve problems that require knowledge of mathematics. Mathematical creativity is essential for…
Descriptors: Experiential Learning, Secondary School Students, Foreign Countries, Creativity
Brook, Cheryl; Milner, Christopher – Teaching in Higher Education, 2014
The purpose of this paper is to consider some issues in the uses of what we have termed "creative" action learning in a business education context, and to review some aspects of its practice. A review of the literature, including its use in higher education, is followed by a case illustration of its use in a UK business school with…
Descriptors: Foreign Countries, Experiential Learning, Business Administration Education, Higher Education
Nicholl, Bill; Flutter, Julia; Hosking, Ian; Clarkson, P. J. – Cambridge Journal of Education, 2013
This paper reports on an innovative approach for teaching creativity in Design and Technology education based on the notions of authentic learning. Working with secondary schools in England and Ireland, the research team has been developing an intervention known as "Designing Our Tomorrow" (DOT) which introduced students to the important…
Descriptors: Technology Education, Design, Secondary Schools, Foreign Countries
Strauss, Judy – Journal of Marketing Education, 2011
Marketing faculty use cases, simulations, and client-sponsored projects to achieve learning objectives in the marketing capstone class. This class typically aims to integrate and apply previously learned material and to transition students into their careers. Drawing on the professional school, creative problem solving and constructivist learning…
Descriptors: Curriculum, Marketing, Business Administration Education, Experiential Learning
Stephenson, Paul – Mathematics Teaching Incorporating Micromath, 2007
The Magic Mathworks Travelling Circus is a touring maths lab--in and of itself, a good thing. When children enter it, they find particular pieces of apparatus captioned with particular challenges--which is perhaps not such a good thing. Students are faced with an apparatus that can do only one thing, and so are not encouraged to look again at…
Descriptors: Mathematical Concepts, Mathematics Education, Experiential Learning, Instructional Effectiveness

Lefton, Phyllis – Mathematics Teacher, 1991
Described are activities in the study of techniques used to conceal the meanings of messages and data. Some background information and two BASIC programs that illustrate the algorithms used in a new cryptographic system called "public-key cryptography" are included. (CW)
Descriptors: Creative Thinking, Cryptography, Experiential Learning, Learning Activities
Hannon, Stephen; McBride, Hugh; Burns, Barbara – Industry and Higher Education, 2004
Educational programmes should promote an ethos of lifelong learning and develop in graduates the capacity for long-term personal and professional development through self-learning and reflection. A business degree programme should seek to produce graduates who are confident, creative thinkers with the capacity to solve problems, think creatively,…
Descriptors: Foreign Countries, Business Education, Higher Education, Thinking Skills
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