[HTML][HTML] Digital knowledge sharing and creative performance: Work from home during the COVID-19 pandemic

Ø Tønnessen, A Dhir, BT Flåten - Technological Forecasting and Social …, 2021 - Elsevier
The outbreak of the COVID-19 pandemic and the resulting social distancing requirements
have led to major disruptions in the world of work. The outcomes of the enforced and large …

[HTML][HTML] Creativity outcomes of physical activity interventions for children and adolescents: A systematic review

J Rodríguez-Negro, T Pasarín-Lavín… - Thinking Skills and …, 2024 - Elsevier
The objective of this systematic review was to evaluate the evidence on Physical Activity
(PA) interventions to foster thinking domain of creativity in children and adolescents, and to …

Can serious games contribute to developing and sustaining 21st century skills?

M Romero, M Usart, M Ott - Games and culture, 2015 - journals.sagepub.com
Serious games (SG) are innovative tools that are widely recognized as having considerable
potential to foster and support active learning. This article addresses the question of whether …

Problem-based learning-collaboration (PBL-C) model in elementary school science learning in the industrial revolution era 4.0 and Indonesia society 5.0

S Sajidan, S Suranto, IRW Atmojo… - Jurnal Pendidikan …, 2022 - journal.unnes.ac.id
This study aims to describe the problem-based learning and collaboration model on science
learning in elementary schools in the Industrial Revolution era 4.0 and Indonesia Society …

Exploring the outside-the-box leadership of an Indonesian school principal: A qualitative case study

BR Werang, AAG Agung, IN Jampel, IW Sujana… - Cogent …, 2023 - Taylor & Francis
The COVID-19 pandemic has brought various uncomfortable feelings and experiences for
all school members. Instead of lamenting and regretting these unpleasant feelings and …

A scenario-based approach for designing educational robotics activities for co-creative problem solving

V Komis, M Romero, A Misirli - Educational Robotics in the Makers Era 1, 2017 - Springer
Educational robotics are increasingly integrated from early childhood to postsecondary
education. In some cases, robots are used as an extracurricular activity that is not oriented …

Minecraft and machinima in action: Development of creativity in the classroom

M Checa-Romero, I Pascual Gómez - Technology, Pedagogy and …, 2018 - Taylor & Francis
Numerous studies show the positive effects of introducing video games into learning
contexts. These instruments help develop twenty-first-century skills, such as creativity, from a …

[PDF][PDF] Online teacher-students interactions using WhatsApp in a law course

HR Robles, J Guerrero, H LLinas… - Journal of Information …, 2019 - researchgate.net
ABSTRACT Aim/Purpose The purpose of this study was to analyze the online teacher-
students' interactions using WhatsApp, an instant messaging tool, and to identify the …

[PDF][PDF] Collaborative project-based learning to train students for conducting the training project for older adults

P Rupavijetra, P Nilsook, J Jitsupa… - International Journal of …, 2022 - academia.edu
This research aimed to study the results of collaborative project-based learning by students
studying the training technique course to conduct training programs for older adults in state …

Game-based learning for learning to program: from learning through play to learning through game development

O Shabalina, C Malliarakis, F Tomos… - … Conference on Games …, 2017 - diva-portal.org
This research is approaching game-based learning as a creative act. Furthermore, creativity
receives a holistic interpretation and is regarded as a three-dimensional term …