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Saris, Brenda; Doyle, Stephanie; Loveridge, Judith – International Journal of Art & Design Education, 2023
Previous theoretical frameworks used to research and explain creative design processes tend to privilege individual expression and not address the context in which the process occurs. This is problematic due to the ways in which creative activities are embedded in and shaped by socio-cultural and historic contexts. In this article we focus on the…
Descriptors: Creativity, Design, Self Expression, Creative Activities
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Ning Zou; Qing Gong; Xiaolin Li; Zihan Zhao; Chunlei Chai – Creativity Research Journal, 2024
This study investigates the design method of integrating design resources and design materials with an explanation of the foundations of cultural psychology. It focuses on the integration of design resources and design materials in product creative design. This article outlines the design process of integrating design resources and design…
Descriptors: Design, Cultural Influences, Psychological Characteristics, Creativity
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Liudmyla, Dykhnych; Olena, Karakoz; Yana, Levchuk; Svitlana, Namestiuk; Olena, Yasynska – Journal of Curriculum and Teaching, 2022
The rapid development of science, technology, and digital multimedia has made adjustments in all areas of design. Its ramifications and forms are deeply influenced by digital media, making new demands on teaching. A renewed society regulates new modes of teaching to produce applicants capable of adapting to the development of modern society and…
Descriptors: Design, Higher Education, Clothing, Technology Uses in Education
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Sawyer, R. Keith – Cognition and Instruction, 2022
Material artifacts play an important role in many learning environments. Such artifacts can include sketches, manipulatives, 3D models, toys and games, or the scrap materials found in makerspaces. Some theorists have argued that material artifacts, even though they do not move or talk, should be considered to have autonomous agency and to interact…
Descriptors: Creativity, Creative Activities, Design, Studio Art
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Worsley, Marcelo – Information and Learning Sciences, 2021
Purpose: This paper aims to compare two types of prompts, encouraging participants to think about real-world examples or engineering principles to show how these two approaches can result in vastly different design practices. Design/methodology/approach: Two studies (N = 20, N = 40) examine the impact of two different prompts. Non-expert students,…
Descriptors: Creative Activities, Creativity, Evaluation Methods, Comparative Analysis
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Harlow, Danielle; Hansen, Alexandria – Science and Children, 2018
The Maker Movement (Dougherty 2012) highlights innovation and creativity through "activities focused on designing, building, modifying, and/or repurposing material objects, for playful or useful ends, oriented toward making a 'product' of some sort that can be used, interacted with, or demonstrated" (Martin 2015, p. 31). When engaged in…
Descriptors: Creative Activities, Science Instruction, Science Activities, Preservice Teachers
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Romero, Margarida; Arnab, Sylvester; De Smet, Cindy; Mohamad, Fitri; Minoi, Jacey-Lynn; Morini, L. – Electronic Journal of e-Learning, 2019
We consider game design as a sociocultural and knowledge modelling activity, engaging participants in the design of a scenario and a game universe based on a real or imaginary socio-historical context, where characters can introduce life narratives and interaction that display either known social realities or entirely new ones. In this research,…
Descriptors: Foreign Countries, Game Based Learning, Design, Cooperative Learning
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Williams, Wendy R. – Journal of Visual Literacy, 2019
Visual storytelling comes in many forms (e.g. films, comics, photographs, commercials) and is used for a range of purposes (e.g. to entertain, inform, persuade). Technological advances are enabling non-specialists to be consumers and producers of these works. Although many people are growing up surrounded by visual works, this does not mean that…
Descriptors: Visual Aids, Story Telling, Personal Narratives, Design
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Zakirova, Venera G.; Purik, Elza E. – International Journal of Environmental and Science Education, 2016
The current interest to the issue of this work lies in the fact that a professional competence of a designer needs highly developed abilities to create new and different projects of high aesthetic value in compliance with the current regulations. Image visualization abilities development needs special conditions encouraging personal creativity.…
Descriptors: Creativity, Creative Activities, Creative Development, Professional Training
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Hynes, Morgan M.; Hynes, Wendy J. – International Journal of Technology and Design Education, 2018
The Maker Movement inspires people to express their creativity by making things in a self-directed and, often, collaborative learning endeavor. The excitement of the movement has spurred the development of various types of Makerspaces across the United States and the World to further enable people to "make" and innovate. The education…
Descriptors: Student Attitudes, Preferences, Independent Study, Art Education
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Fleischmann, Katja; Daniel, Ryan – Journal of Education and Work, 2015
Work practices in the creative industries have changed significantly since the turn of the twenty-first century. The design profession in particular has been influenced by rapidly emerging digital media practices and processes. While the design sector remains a significant source of employment, in recent years, there has been considerable growth…
Descriptors: Creative Activities, Design, Professional Occupations, Employment
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Appleton, Leo; Grandal Montero, Gustavo; Jones, Abigail – Communications in Information Literacy, 2017
This paper discusses the information literacy requirements of art and design students, and how traditional approaches to information literacy education are not always appropriate for these particular students. The paper argues that different, creative, and innovative approaches to information literacy training need to be developed with the…
Descriptors: Information Literacy, Creative Activities, Art Activities, Teaching Methods
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Börekçi, Naz A. G. Z. – Design and Technology Education, 2017
This paper presents the findings of visual analyses conducted on 369 sketch ideas generated in three 6-3-5 visual brainstorming sessions by a total of 25 participants, following the same design brief. The motivation for the study was an interest in the thematic content of the ideas generated as groups, and the individual representation styles used…
Descriptors: Visual Learning, Cognitive Style, Concept Formation, Brainstorming
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Springer, Michael S.; Barthell, John F.; Simmons, Charlotte K.; Jackson-Hardwick, Dana; Wilson, Gregory M. – Scholarship and Practice of Undergraduate Research, 2018
The clear and tangible benefits attributed to taking part in undergraduate research and creative experiences are leading colleges and universities to seek ways to broaden participation among students in all academic disciplines, particularly those beyond the STEM fields. The Office of High-Impact Practices was established in 2014 at the University…
Descriptors: Student Research, Undergraduate Students, Student Participation, Creative Activities
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Sclater, Madeleine – International Journal of Art & Design Education, 2016
This article uses published research to explore how Technology Enhanced Learning (TEL) can help to sustain learning communities to engage in creative exploration and open investigation. It then draws on this research to ask: how could we use TEL to support pedagogies of socio-ecological sustainability in the Art and Design education community?…
Descriptors: Higher Education, Technology Uses in Education, Sustainability, Communities of Practice
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