'Interactive multimedia' Search Results
Developing Creative Thinking in Preschool Children: A Comprehensive Review of Innovative
comprehensive review creative thinking early childhood...
The ability to think creatively has a vital role in the development of preschool children. This research provides a comprehensive review of innovative approaches and strategies for developing creative thinking in preschool children based on current trends and methodologies used in educational settings. This research shows three significant areas: (a) creative thinking skills in preschool children, (b) factors influencing creative thinking skills in depth, and (c) innovative strategies and approaches to stimulate creative thinking abilities in preschool children. This research uses a literature study method assisted by the publish perish application to find reference sources related to creative thinking abilities in preschool children. Studies show that creative thinking abilities in preschool children enable them to find innovative solutions, help them adapt to challenges, foster self-confidence and courage, and enrich their experience and knowledge of the world around them. Meanwhile, preschool children's creative thinking abilities are influenced by collaboration from the external environment (parents, teachers, and society); providing support and examples for children to develop and stimulate their creative thinking skills is very important.
Curiosity and Digital Stories: Exploring Preschoolers’ Behaviors
child-computer interaction curiosity measurement digital stories preschool age...
Given curiosity’s fundamental role in motivation and learning and considering the widespread use of digital stories as educational tools from the preschool age, we pursued measuring preschoolers’ curiosity when interacting with digital stories. Using 129 toddlers and preschoolers as a sample, three groups (one for each class) were given different versions of the same digital story to listen to: interactive, non-interactive, and animated. Toddlers' verbal and nonverbal behaviors were utilized to quantify curiosity as a condition brought on by the app. The participants' verbal and nonverbal behaviors were recorded during the digital reading aloud. Every child's data was encoded at one-minute intervals to examine concurrent behavior, and the results were then compiled. The findings show that interactive presentation formats encourage more touching and language use but less noise production and that interaction and the creative use of hot spots in digital illustrations are key elements in piquing viewers' curiosity while contributing to the strengthening of the engagement to the activity and the cultivation of critical thinking, creativity, and imagination.
The Impact of Gamification-Assisted Instruction on the Acquisition of Scientific Concepts and Attitudes Towards Science Class Among Elementary School Students
attitude toward science classes elementary students gamification scientific concept...
This study addresses global concerns surrounding elementary students' science performance following the COVID-19, as a result of international tests such as Trends in International Mathematics and Science Study (TIMSS) highlight the ongoing challenges that urge the exploration of innovative educational approaches to improve science learning. This research employed gamification-assisted instruction and explored its impact on enhancing the understanding of science concepts and attitudes toward science class among fourth graders. The study adopted a quasi-experimental design and included an experimental group (ExG) that was taught using a gamification strategy and a control group (CoG) that was taught using a traditional method with a sample of 38 female elementary students from a public school in Jordan. Data were gathered using valid and reliable tools: the developed scientific concepts test and the Attitude Towards Science class measures. The ANCOVA analysis revealed that gamification significantly improves the acquisition of scientific concepts (η2=.208) and boosts a positive attitude toward science classes among elementary students (η2=.626). These findings encourage decision-makers to incorporate gamification into science teaching practices and methods.
Mapping the Scientific Landscape of the Flipped Classroom Model in K-12 Education During 2014-2024
bibliometric analysis flipped classroom general education...
This article aims to establish a research map of the flipped classroom (FC) model in general education for the period 2014-2024, exploring publication trends, influential authors, organizations, countries, and prominent research topics, while also identifying academic gaps in this field. The study focuses on three main aspects: (1) publication trends and influential authors, organizations, and countries; (2) key research topics and academic gaps; (3) international collaboration networks in FC research. The research employs a bibliometric analysis method, utilizing the Scopus database and the VOSviewer visualization tool, to synthesize information and identify research trends. The results indicate that research on FC in K-12 education increased sharply from 2019, reflecting the impact of digital transformation in education during and after Covid-19. The United States, Hong Kong, and Taiwan are the leading research centers. Authors such as Bergmann, Bishop, and Hew have been highly influential. Prominent research trends include self-regulated learning, learner satisfaction, gamification, and the application of artificial intelligence. The international collaboration network in this field is growing, with strong participation from institutions from Southeast Asia, including Vietnam. The study recommends expanding the scope of analysis beyond Scopus and using qualitative methods and systematic reviews to further evaluate the FC model. The research will provide policymakers, teachers, and researchers with useful evidence for improving programs, enhancing professional development, and promoting digital transformation in general education.