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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1081

Becomings of Space and Collaboration: Applying Design Thinking to a Study of Space and Collaboration in the Collab Lab

Garskie, Lauren 22 April 2019 (has links)
No description available.
1082

PERFECTIONISM AND ALCOHOL USE DISORDER: A FACTOR ANALYTIC STUDY

Smith, Charity Ann 29 August 2019 (has links)
No description available.
1083

Disrupting the Connotation of Response to Innovation at the Secondary Level Through Design Thinking

Warren, Ashley N. 08 July 2019 (has links)
No description available.
1084

The Effect of Counterfactual Potency on Behavioral Intentions

Kim, Woo J. 28 October 2019 (has links)
No description available.
1085

Investigating the impact of playful learning on curiosity and divergent thinking

Evans, Natalie January 2021 (has links)
The current study examined the impact of experiencing either a guided play or direct instruction learning environment on causal learning, curiosity, and divergent thinking. Forty-three children (age 4- to 6-years) participated in an online experiment in which they completed a causal learning task in either guided play or direct instruction condition. Children also completed measures of curiosity and divergent thinking and a second causal learning free exploration task after which they were tested on their causal learning. It was predicted that children in the guided play condition would perform better than children in the direct instruction condition on a test of causal learning because guided play provides a balance of child agency and adult guidance that is optimal for supporting learning. Contrary to the hypothesis, children in the direct instruction condition performed better on the test of causal learning. This finding is likely due to the cognitive demands placed on children in the guided play condition. These demands were likely the result of completing the task in an online environment, and the current study has implications for learning and conducting research online. Based on prior research, it was also predicted that children in the guided play condition would outperform children in the direct instruction condition on measures of curiosity and divergent thinking, and that curiosity would also predict children’s causal learning. There were no effects of condition on either curiosity or divergent thinking, but curiosity did predict children’s scores on the test of causal learning. This finding suggests that curiosity is a powerful driver of children’s learning and deserves further investigation. / Psychology
1086

The effects of a creative movement program on the divergent thinking abilities of mildly retarded adolescents /

Roseman, Edward Sheldon. January 1984 (has links)
No description available.
1087

Two thoughts diverged in a funny joke : the connection between divergent thinking and humor appreciation.

Glass, Jason J. 01 January 2005 (has links) (PDF)
No description available.
1088

Leadership as Teaching: Mapping the Thinking of Administrators and Teachers

Steele-Pierce, Mary Ellen 11 December 2006 (has links)
No description available.
1089

Adjusting the Rearview Mirror: Higher Level Reflection Strategies in First-Year Composition

Green, Jessica Ann 13 July 2009 (has links) (PDF)
Part of the curriculum in many composition classrooms contains a reflection component where students are required to think back over their writing and discuss strengths and weaknesses. Yet many of the reflections that students write fall short of the purpose of reflection when students fail to analyze their writing practices or to make future goals for themselves, a problem that occurs when higher level reflection strategies are not taught and practiced in the classroom. When students are taught to use reflection as a way to critically evaluate their writing, to make connections between class assignments and course objectives, and to make goals for future projects, reflection becomes a more useful tool for the composition student. In my study of two first-year composition classes, I compare the impact of instructing students about reflection and requiring them to practice good reflection against the more common practice of assigning reflection intermittently without formal instruction or feedback about what makes a constructive reflection. Through the results of my study, I confirm my hypothesis that when higher quality reflection is actively taught and promoted by the instructor, reflection helps students to integrate assignments into the course objectives, to extract personal significance from assignments, and to plan for future projects.
1090

The Viability of Virtual Worlds in Higher Education: Can Creativity Thrive Outside the Traditional Classroom Environment?

Bradford, Linda M. 07 June 2012 (has links) (PDF)
In spite of the growing popularity of virtual worlds for gaming, recreation, and education, few studies have explored the efficacy of 3D immersive virtual worlds in post-secondary instruction; even fewer discuss the ability of virtual worlds to help young adults develop creative thinking. This study investigated the effect of virtual world education on creative thought for university level students. Over the course of two semesters, a total of 97 university students participated in this study. Forty-six of these participants (experimental group) spent time in a specially designed virtual world environment, the V.I.E.W., while 51 of the participants (control group) met exclusively in a real-world classroom. Creative thought was measured before and after the intervention with the Torrance Test of Creative Thinking Verbal Forms A and B. Although the experimental group's ending scores did not reach the level of the control group's scores, results showed overall statistically significant gains for the experimental group at p = .033. The experimental group also achieved greater gains in the subcategories of fluency and flexibility, with significance at p = .036 and p = .043, respectively. At the end of the course, independent raters measured the creativity expressed in student art critiques, using a scale developed for this study. No overall significant differences between groups were found in the art critiques, except in the category of spatial awareness, where the experimental group's scores were significantly higher than the control group's scores at p = .039. For both instruments, analysis of variance (ANOVA) was used to evaluate statistical data. Results suggest that immersive worlds can be at least as well suited as traditional university classrooms for developing creative thought—particularly in the context of art education. Implications for researchers, students, educators, and administrators are discussed.

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