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Simonton, Dean Keith – Creativity Research Journal, 2015
Arthur Cropley (2006) emphasized the critical place that convergent thinking has in creativity. Although he briefly refers to the blind variation and selective retention (BVSR) theory of creativity, his discussion could not reflect the most recent theoretical and empirical developments in BVSR, especially the resulting combinatorial models.…
Descriptors: Creativity, Convergent Thinking, Creative Thinking, Discovery Processes
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Okita, Sandra – Teachers College Record, 2015
Many technological artifacts (e.g., humanoid robots, computer agents) consist of biologically inspired features of human-like appearance and behaviors that elicit a social response. The strong social components of technology permit people to share information and ideas with these artifacts. As robots cross the boundaries between humans and…
Descriptors: Robotics, Creativity, Problem Solving, Technology Uses in Education
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Iwan Wicaksono; Wasis; Madlazim – Journal of Baltic Science Education, 2017
VS-TM refers to a teaching model that applies virtual media aided scientific approach. VS-TM is required to prepare students who are trained problem-solving process through scientific creative thinking opportunities and complete physics concept mastery. The aim of this research is to analyze the effectiveness of VS-TM to improve student's…
Descriptors: High School Students, Physics, Science Instruction, Teaching Methods
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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
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Middlewood, Brianna L.; Gallegos, Jonathan; Gasper, Karen – Creativity Research Journal, 2016
Three studies examined the hypothesis that feeling tired along with feeling happy might be linked to the acceptance of atypical ideas. Consistent with this hypothesis, across 3 studies and using 2 different measures of accepting atypical ideas, feelings of happiness and tiredness interacted. When people were high in tiredness, as happiness…
Descriptors: Fatigue (Biology), Sleep, Psychological Patterns, Positive Attitudes
Ackerman, Lyn Kajiwara – ProQuest LLC, 2017
Video games are a growing multi-billion dollar industry. Pew Internet & American Life Project (2008) reported that 97 percent of teens ages 12 to 17 years play computer, web, portable, or console games. Of the various genres that were reported, 36 percent of teens played role playing games and 21 percent played massively multiplayer online…
Descriptors: Video Games, Computer Games, Adolescents, Mixed Methods Research
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Blackley, Susan; Rahmawati, Yuli; Fitriani, Ella; Sheffield, Rachel; Koul, Rekha – Issues in Educational Research, 2018
This paper examines the learning experiences of 291 Year 5 and 6 Indonesian primary school students, across four schools in North Jakarta, who participated in an integrated STEM project that used a 3-phase "Makerspace" approach: exposure, engagement and experimentation, and evaluation and extension. The Wiggle Bots project involved these…
Descriptors: Foreign Countries, Elementary School Students, STEM Education, Teaching Methods
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Luo, Lingling; Li, Peng; Zhang, Ping – Asian Journal of Education and Training, 2017
In order to test the feasibility of the curriculum system of TRIZ used in humanities and social science majors, this study will test whether it is effective to cultivate students' creativity and to train their ability to solve problems. This study designs the randomly experimental targets in the two control groups for pretest and post-test. This…
Descriptors: Humanities Instruction, Feasibility Studies, Comparative Analysis, Creativity
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Kozbelt, Aaron; Dexter, Scott; Dolese, Melissa; Meredith, Daniel; Ostrofsky, Justin – Journal of Creative Behavior, 2015
We applied computer-based text analyses of regressive imagery to verbal protocols of individuals engaged in creative problem-solving in two domains: visual art (23 experts, 23 novices) and computer programming (14 experts, 14 novices). Percentages of words involving primary process and secondary process thought, plus emotion-related words, were…
Descriptors: Creative Thinking, Problem Solving, Imagery, Protocol Analysis
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Tan, Tengteng; Zou, Hong; Chen, Chuansheng; Luo, Jin – Creativity Research Journal, 2015
Although many anecdotes suggest that creative insights often arise during mind wandering, empirical research is still sparse. In this study, the number reduction task (NRT) was used to assess whether insightful solutions were related to mind wandering during the incubation stage of the creative process. An experience sampling paradigm was used to…
Descriptors: Problem Solving, Creativity, Higher Education, College Students
Garvey, Gregory P. – International Association for Development of the Information Society, 2015
This reflection paper argues that the design and development of digital games teach essential 21st century skills. Intrinsic to application and game development is design thinking. Design thinking requires iterative development, which demands creativity, critical thinking and problem solving. Students are engaged through learning by doing in both…
Descriptors: Educational Games, Design, Critical Thinking, Creative Thinking
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Donna L. Miller – English Journal, 2015
This piece explores conditions that stimulate classroom activities to facilitate creative habits of mind in an effort to motivate educators and students to better understand the complexities of creativity and how to promote it.
Descriptors: Creative Teaching, Creative Thinking, Creativity, Students
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Daly, Shanna R.; Mosyjowski, Erika A.; Seifert, Colleen M. – Journal of Engineering Education, 2014
Background: The ability to engage in a creative process to solve a problem or to design a novel artifact is essential to engineering as a profession. Research indicates a need for curricula that enhance students' creative skills in engineering. Purpose: Our purpose was to document current practices in engineering pedagogy with regard to…
Descriptors: Engineering Education, Creativity, Problem Solving, Teaching Methods
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Vidergor, Hava – Gifted Education International, 2014
This article unfolds the personal creative characteristics of an educator in the field of gifted education, and examines creativity as expressed in childhood and its transformation into adulthood. Dr. Erika Landau is a pioneer of gifted education in Israel, an internationally renowned scholar and educator, and the founder of the Young Persons'…
Descriptors: Creativity, Profiles, Academically Gifted, Foreign Countries
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Meléndez, Juan C.; Alfonso-Benlliure, Vicente; Mayordomo, Teresa; Sales, Alicia – Creativity Research Journal, 2016
The purpose of the study was to test a model of causal relationships among cognitive reserve (CR), personality variables such as Neuroticism and Openness to experience, and divergent thinking (DT), independently evaluating performance in different domains (verbal and graphic). It was hypothesized that CR, Openness, and Neuroticism would each…
Descriptors: Creative Thinking, Older Adults, Predictor Variables, Causal Models
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