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Helen Arov; Edna Vahter; Erika Löfström – International Journal of Education & the Arts, 2024
This study focuses on supporting the key competences of 6th graders using an empathy-centred approach in visual art classes. The research represents the third cycle of pedagogical action research conducted during a 35-academic-hour course with 70 middle school students aged 12-13 in an Estonian comprehensive school. The data were collected through…
Descriptors: Grade 6, Empathy, Visual Arts, Art Education
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Güvenç, Bahar Karaman; Toprak, Mustafa – Pegem Journal of Education and Instruction, 2022
This study is an aesthetic inquiry, as part of a middle school visual arts class, from the standpoint of Maxine Greene's aesthetic perspective in education. By adopting Maxine Greene's perspective, affective learning comes to the fore along with cognitive learning, and accentuates multiple realities through the imagination through the research…
Descriptors: Aesthetics, Inquiry, Visual Arts, Art Education
Tessa L. Johnson; Alexander P. Burgoyne; Kelly S. Mix; Christopher J. Young; Susan C. Levine – Grantee Submission, 2022
Performance on a range of spatial and mathematics tasks was measured in a sample of 1592 students in kindergarten, third grade, and sixth grade. In a previously published analysis of these data, performance was analyzed by grade only. In the present analyses, we examined whether the relations between spatial skill and mathematics skill differed…
Descriptors: Spatial Ability, Mathematics Skills, Age Differences, Socioeconomic Status
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Hsin, Lisa B.; Mu, Nan; Selman, Robert L. – Reading Teacher, 2021
We paint a picture of preadolescent students' thinking on a topic of everyday importance: the right to use and the responsibility not to abuse digital technology in school. We analyzed the writing of students in grades 4-7 in response to an essay prompt about classroom iPad (tablet computer) use after a hypothetical cyberbullying incident,…
Descriptors: Student Rights, Student Responsibility, Technology Integration, Handheld Devices
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Sariçam, Ugur; Yildirim, Mehtap – International Journal of Technology in Education and Science, 2021
This research is determined to investigate the effects of STEM activities practiced by using digital games in 6th-grade science classes on students' level of interest in STEM fields and their scientific creativity. As a digital game, Minecraft Education Edition was applied. As a data collecting tool for this survey, the STEM Career Interest Survey…
Descriptors: Instructional Effectiveness, STEM Education, Game Based Learning, Video Games
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Kim, Ha Yeon; Hsin, Lisa B.; Snow, Catherine E. – International Journal of Bilingual Education and Bilingualism, 2021
Most U.S. classrooms serve students with various linguistic and academic needs. Tier-I universal approaches support English language learners (ELLs) without segregating them into a different track and thereby constraining future learning opportunities. The current study examines whether Word Generation (WG), a Tier-I discussion-based program…
Descriptors: Equal Education, English Language Learners, Poverty, Program Effectiveness