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Phantipa Amornrit; Patthanan Bootchuy; Phanompatt Smitananda – Journal of Education and Learning, 2025
The study aimed to examine the impact of a gamified distance learning system on enhancing digital creativity in distance education. The research involved 36 graduate students from Sukhothai Thammathirat Open University enrolled in the Public Administration Innovation course. Over a six-week experimental period, the learning system incorporated…
Descriptors: Foreign Countries, Gamification, Distance Education, Creativity
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Yeni Erita; Yalvema Miaz; Jupriani Jupriani; Silvi Hevria; Rosmadi Fauzi – Open Education Studies, 2024
Artificial intelligence (AI) and virtual reality (VR) are interconnected, integrated technologies that help to visualize AI systems and increase the fidelity and interactivity of VR in the educational field. Using VR and AI technology, teachers can promote thinking and knowledge in learning. This research aims to analyze and highlight several…
Descriptors: Computer Simulation, Artificial Intelligence, 21st Century Skills, Elementary School Students
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Marcos Cabezas-González; Sonia Casillas-Martín; Ana García-Valcárcel Muñoz-Repiso – Journal of Social Studies Education Research, 2024
Digital competence, the ability to use and understand technology effectively, is fundamental in today's society. For this reason, several programs have been launched in recent years to develop and improve it. DigiCraft, an educational program of the Vodafone-Spain Foundation that aims to give Spanish children access to quality training in digital…
Descriptors: Digital Literacy, Technological Literacy, Skill Development, Elementary School Students
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Krauss, Sarah; LaRiviere, Mark – Art Education, 2022
For the past 10 years, Creative Classrooms has partnered with schools to develop learner-centered visual arts programs for students in kindergarten through 8th grade. This program is part of the Children's Arts Guild, a New York City nonprofit. The program works with schools to train art educators through monthly professional development…
Descriptors: Art Education, COVID-19, Pandemics, Visual Arts
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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
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Zhang Yiting; Yang Sonquan – Interactive Learning Environments, 2024
The purpose of the present research is to determine the most effective technological approaches that positively affect the process of preschool music education. This study builds on an empirical approach through a survey. It involved a total number of 118 preschoolers and 20 teachers. This research also implied conducting data comparison using the…
Descriptors: Music Education, Preschool Children, Knowledge Level, Foreign Countries
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Muhammet Fidan; Mustafa Fidan – Journal of Computer Assisted Learning, 2024
Background: Flipped classroom (FC) model has become increasingly popular in dental education (DE) with its strengths for students. However, major concerns are lack of interaction, unwillingness to complete the assignments, low engagement during the pre-class activities because of an unwell-designed instructional setting of FC. Objectives: The…
Descriptors: Flipped Classroom, Dentistry, Graduate Students, Video Technology
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Shu-Hsuan Chang; I-Cheng Lin; Po-Jen Kuo; Chia-Chung Kuo; Tsung-Han Tsai; Pin-Chien Liu; Yan-Ling Hsu; Pei-Ling Chien – Educational Technology & Society, 2025
Even though many experimental studies have considered nurturing creativity as an essential advantage in implementing STE(A)M (Science, Technology, Engineering, [Arts], and Mathematics) education, there is currently a lack of meta-analysis research on the effect of STE(A)M education on creativity to confirm that STE(A)M education can improve…
Descriptors: STEM Education, Art Education, Creativity, Program Effectiveness
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Thongmak, Mathupayas – Education for Information, 2019
Higher education enrollment has declined recently. New recruiting strategies and student-centered learning environments with challenge, enthusiasm, and joy are required to boost enrollment and engagement. Thus, the student-centered teaching approach, which one of the approaches under implementation and observation, are increasingly needed.…
Descriptors: Student Centered Learning, Educational Games, Educational Technology, Technology Uses in Education
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Tisoglu, Secil; Piri, Zeynep; Mericelli, Murat; Catan Inan, Funda – International Journal of Technology in Teaching and Learning, 2022
One of the most emphasized skills for social, educational and workplace settings is creativity in the present decade. This study aims to understand whether a collaborative digital storytelling production project improves the creativity of undergraduate students. 109 students engaged in group work and employed a range of digital tools (i.e. wikis,…
Descriptors: Story Telling, Educational Technology, Creativity, Undergraduate Students
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Anwar, Saira; Bascou, Nicholas Alexander; Meneske, Muhsin; Kardgar, Asefeh – Journal of Pre-College Engineering Education Research, 2019
There has been a steady increase in the number of studies investigating educational robotics and its impact on academic and social skills of young learners. Educational robots are used both in and out of school environments to enhance K-12 students' interest, engagement, and academic achievement in various fields of STEM education. Some prior…
Descriptors: Robotics, Elementary Secondary Education, Program Effectiveness, Transfer of Training
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Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
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Checa-Romero, Mirian; Pascual Gómez, Isabel – Technology, Pedagogy and Education, 2018
Numerous studies show the positive effects of introducing video games into learning contexts. These instruments help develop twenty-first-century skills, such as creativity, from a dual perspective: (i) the students' perspective, since they develop skills and competencies that allow them to find innovative solutions to the challenges posed by…
Descriptors: Video Games, Educational Technology, Technology Uses in Education, Program Effectiveness
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McGlynn-Stewart, Monica; Maguire, Nicola; Mogyorodi, Emma – Canadian Journal of Environmental Education, 2020
This 3-year study followed 14 kindergarten classrooms in Ontario as they used open-ended tablet applications to support outdoor play and learning. Through the creation of slideshows that incorporated their photos, video, drawings, and audio recordings, the children explored their physical and creative activities outdoors, as well as their…
Descriptors: Foreign Countries, Kindergarten, Handheld Devices, Telecommunications
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Moffat, David C.; Crombie, William; Shabalina, Olga – International Journal of Game-Based Learning, 2017
It is said that playing video games might make people more creative. There is some evidence of an association, but no so far general theory about any psychological causes, or other key factors. In this study, we test the possibility that different sorts of video games may have different effects, on different types of creativity; or none at all.…
Descriptors: Video Games, Creativity, Teaching Methods, Creative Thinking
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