2021
DOI: 10.3390/educsci11100621
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Analysis of Creative Thinking Skills Development under Active Learning Strategies

Abstract: Educational systems are now focusing on skills enhancement, such as creative thinking skills (CTS), as a means of long-lasting, significant learning. To this end, some universities and higher education institutions incentivize active learning (AL) strategies as CTS developers. Indeed, a positive link among creative results, time availability, and the educational environment has been reported; however, it is mainly based on qualitative and perceptual results. For this reason, we present this comparative, quanti… Show more

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Cited by 10 publications
(7 citation statements)
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“…Other than that, this study fills the gaps in the research mentioned earlier and provides valuable suggestions and recommendations for future studies on gamified flipped classrooms. Apart from that, SDT [5], [17]- [19], [22], [32], [34], [39], [40], [44], [48], [50]- [55] became the basis of the majority of gamified flipped classrooms study.…”
Section: Discussionmentioning
confidence: 99%
See 2 more Smart Citations
“…Other than that, this study fills the gaps in the research mentioned earlier and provides valuable suggestions and recommendations for future studies on gamified flipped classrooms. Apart from that, SDT [5], [17]- [19], [22], [32], [34], [39], [40], [44], [48], [50]- [55] became the basis of the majority of gamified flipped classrooms study.…”
Section: Discussionmentioning
confidence: 99%
“…[32] TipOn 28 [33] Kahoot! Quizlet, and Prodigy 29 [34] Self-develop gamification project 30 [35] Computer-assisted games 31 [36] AI-enabled gamified web-based online learning application 32 [37] Kahoot! 33 [38] Gamified interactive e-book 34 [39] Self-develop gamification learning 35 [40] Econplus champions league and Kahoot!…”
Section: Gaming Tools or Online Platformmentioning
confidence: 99%
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“…These elements aim to involve, influence and encourage to perform a certain behaviour. Each element has three types of characteristics which are: (1) progression; (2) reward; (3) and recognition (Aparicio et al 2021;Forte-Celaya et al 2021;Gatautis et al 2016;Rodrigues et al 2021b).…”
Section: Main Elements Of Gamificationmentioning
confidence: 99%
“…Although this aspect has been widely researched, the literature concerning the integration and adoption of creative thinking models in educational systems and the implications this has on creative thinking skills is limited. As suggested by Forte‐Celaya et al (2021), future studies are needed to evaluate the specific activities that enhance creative thinking skills. This implies a great gap with regard to knowledge concerning the link that creative thinking models have on creative thinking.…”
Section: Introductionmentioning
confidence: 99%