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Rosar, Michaela; Lipka, Alexander; Weidlich, Joshua; Bastiaens, Theo – International Journal on E-Learning, 2018
This quasi-experimental study compares preferences for the amount of instructional guidance between creative and noncreative learners. Instructional guidance is implemented as a two-level factor represented as two variants of a visual design task, only differing in the amount of verbal guidance they gave. Dependent preference outcomes were…
Descriptors: Creativity, Web Based Instruction, Questionnaires, Comparative Analysis
Luo, Shi-Jian; Dong, Ye-Nan – International Journal of Technology and Design Education, 2017
Inspiration plays an important role in the design activities and design education. This paper describes "ancient cultural artefacts" as "cultural inspiration," consisting of two types called "cultural-pictorial inspiration" (CPI) and "cultural-textual inspiration" (CTI). This study aims to test the important…
Descriptors: Design, Cultural Awareness, Cultural Influences, Statistical Analysis
Kennedy, Emily B.; Miller, Derek J.; Niewiarowski, Peter H. – Creativity Research Journal, 2018
The objective of this study was to test the effect of far-field industrial (i.e., man-made) versus biological analogies on creativity of business professionals from two organizations engaged in the idea generation phase of new product development. Psychological effects, as reflected in language use, were measured via computerized text analysis of…
Descriptors: Creativity, Comparative Analysis, Design, Biology
Chien, Yu-Hung – EURASIA Journal of Mathematics, Science & Technology Education, 2017
This study developed an integrated-STEM CO[subscript 2] dragster design course using 3D printing technology. After developing a pre-engineering curriculum, we conducted a teaching experiment to assess students' differences in creativity, race forecast accuracy, and learning performance. We compared student performance in both 3D printing and…
Descriptors: Foreign Countries, High School Students, Grade 10, Engineering Education
Duzenli, Tugba; Yilmaz, Serap; Alpak, Elif Merve – Eurasian Journal of Educational Research, 2017
Purpose: One of the modeling methods used in the training of all design disciplines is physical model making. This study investigates the model-making technique and emphasizes the positive effects of model-making and its utility in the academic setting in order to understand its effects on design and learning. The "Equipment Design"…
Descriptors: Models, Design, Architectural Education, Architecture
Lindfors, Eila; Hilmola, Antti – International Journal of Technology and Design Education, 2016
The goal of this article is to clarify the concept of innovation and by presenting a research on the basic education outcome assessment data from an innovation learning perspective, answer to a question: Do students learn innovation in comprehensive education? The empirical information in this research is based on data collected in the national…
Descriptors: Educational Innovation, Foreign Countries, Elementary Secondary Education, Statistical Analysis
Jaelani, Selamet Riadi – English Language Teaching, 2017
The objectives of the research are to examine: (1) whether Content-Based Instruction is more effective than Problem-based learning to teach writing to the EFL Learners; (2) whether the EFL Learners having high creativity have better writing than those having low creativity; and (3) whether there is an interaction between teaching methods and EFL…
Descriptors: English (Second Language), Second Language Learning, Creativity, Writing Instruction
Augmented Reality, Virtual Reality and Their Effect on Learning Style in the Creative Design Process
Chandrasekera, Tilanka; Yoon, So-Yeon – Design and Technology Education, 2018
Research has shown that user characteristics such as preference for using an interface can result in effective use of the interface. Research has also suggested that there is a relationship between learner preference and creativity. This study uses the VARK learning styles inventory to assess students learning style then explores how this learning…
Descriptors: Simulated Environment, Educational Technology, Technology Uses in Education, Cognitive Style
Hickey, Maud; Ankney, Kimberly; Healy, Daniel; Gallo, Donna – Music Education Research, 2016
While improvisation in K-12 schools in the USA has gained some traction since the inception of the US National Standards in 1994, there is still a dearth of improvisation activities in schools because of the lack of music teacher preparation in improvisation. The purpose of this study was to determine if providing group free improvisation…
Descriptors: Creative Activities, Elementary Secondary Education, Music Teachers, Teacher Education
Azeez, Razaq Olugbenga – Journal of Education and Practice, 2016
Employees, no doubt, are the main force in organizations, and their innovative behaviours are vital for outcome efficacy. Innovative organisations, therefore, need creative employees who generate new ideas for product or process of innovation. This study investigated the effect of six thinking hats creativity technique on innovative competence of…
Descriptors: Social Work, Innovation, Creative Activities, Creativity
Brass, Jillian; Niu, Weihua – Creativity Research Journal, 2016
A total of 114 3rd- and 6th-graders from a suburban elementary school participated in a study examining the influence of implicit self-theories on rated creativity in the domains of art and literature in a quasi-experiment. Creativity was measured via the Consensual Assessment Technique. Participants were divided into two groups and received…
Descriptors: Creativity, Grade 3, Grade 6, Elementary School Students
Samah, Azimah A.; Putih, Abu Talib; Hussin, Zaharah – Turkish Online Journal of Educational Technology - TOJET, 2016
Digital tools refer to software applications in the production of artworks particularly in painting. Digital art work is materialized by using computers, software and a combination of computer peripherals such as tablet support. With the aid of electronic equipment, digital artists manipulate pixels or coloring with light to compose the work and…
Descriptors: Educational Technology, Technology Uses in Education, Secondary School Students, Painting (Visual Arts)
Marshall, Jill; Bhasin, Amit; Boyles, Stephen; David, Bernard; James, Rachel; Patrick, Anita – Advances in Engineering Education, 2018
Our study used a natural experiment to compare a project-based cornerstone course with the traditionally-taught introductory course in civil engineering. During the study, two sections of the course were organized around an overarching project, the design of an event center, and the remaining sections used guest lectures, a textbook, and…
Descriptors: Active Learning, Student Projects, Civil Engineering, Student Attitudes
Alhusaini, Abdulnasser Alashaal F. – ProQuest LLC, 2016
The Real Engagement in Active Problem Solving (REAPS) model was developed in 2004 by C. June Maker and colleagues as an intervention for gifted students to develop creative problem solving ability through the use of real-world problems. The primary purpose of this study was to examine the effects of the REAPS model on developing students' general…
Descriptors: Creativity, Problem Solving, Academically Gifted, Relevance (Education)
Yang, Chao-Ming; Hsu, Tzu-Fan – International Journal of Higher Education, 2017
Visual communication design (VCD) is a form of nonverbal communication. The application of relevant linguistic or semiotic theories to VCD education renders graphic design an innovative and scientific discipline. In this study, actual teaching activities were examined to verify the feasibility of applying narrative theory to graphic design…
Descriptors: Design, Visual Literacy, Semiotics, Teaching Methods