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Uzeyir Ogurlu; Selcuk Acar; Ahmed M. Abdulla Alabbasi; Shaikhah Waleed Alrabai – Gifted and Talented International, 2024
This study explored the relationship between digital gaming and creativity by conducting a meta-analysis of effect sizes using data from 78 effect sizes in 19 studies encompassing 3,172 samples. We employed a two-level multivariate model with a robust variance estimator and conducted separate analyses for between-subject and within-subject…
Descriptors: Video Games, Creativity, Correlation, Creative Thinking
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Carlos Vázquez-Martín; José M. Ramírez-Hurtado; Esteban Vázquez-Cano – International Journal of Technology in Education, 2025
This study investigates the impact of video game usage on the creativity of students attending Waldorf schools. The research aims to: (1) analyze daily time spent on video games and its influence on creativity levels, (2) explore the effect of devices used for gaming, (3) identify the most popular game genres among students, and (4) assess the…
Descriptors: Video Games, Influence of Technology, Creativity, Student Behavior
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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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Lamb, Richard; Annetta, Leonard; Vallett, David – Electronic Journal of Research in Educational Psychology, 2015
Introduction: Creativity is the production of the new, original, unique, and divergent products and ideas mediated through lateral thinking. Evidence suggests that high levels of creativity and fluency are important in the continued development of student interest, efficacy and ultimately career impact in the sciences. Method: In this study, 559…
Descriptors: Educational Games, Instructional Design, Science Instruction, Creative Thinking
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Hamlen, Karla R. – Journal of Educational Computing Research, 2009
This study explored relationships between time spent playing video games in a typical week and general creativity, as measured by a common assessment. One hundred eighteen students in 4th and 5th grades answered questions about their video game play and completed the Torrance Tests of Creative Thinking (Torrance, Orlow, & Safter, 1990). While…
Descriptors: Elementary School Students, Creativity, Play, Video Games