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John Corry Werth; Peter Charles Sinclair Taylor; Elisabeth Taylor – Australian Mathematics Education Journal, 2024
Over the past 20 years, the authors have designed an interdisciplinary approach that integrates Arts-based methods into STEM education. This integrated STEAM education perspective is particularly useful for enabling students to develop (i) not only their traditional scientific (and mathematical) understanding of the outer world but also (ii) their…
Descriptors: Mathematics Instruction, Artificial Intelligence, Computer Software, STEM Education
Niyomsuk, Sasina; Polyiem, Titiworada – Journal of Educational Issues, 2022
The influence of social media on education has been glowing in the last decade, and it shows a potential path to develop learners' practical skills. The purposes of the study were to investigate the effectiveness of TikTok as a supportive activity on grade 7 students' Thai traditional dancing art learning achievement and to investigate the…
Descriptors: Grade 7, Foreign Countries, Dance, Social Media
Krauss, Sarah; LaRiviere, Mark – Art Education, 2022
For the past 10 years, Creative Classrooms has partnered with schools to develop learner-centered visual arts programs for students in kindergarten through 8th grade. This program is part of the Children's Arts Guild, a New York City nonprofit. The program works with schools to train art educators through monthly professional development…
Descriptors: Art Education, COVID-19, Pandemics, Visual Arts
Wang, Tingting Windy – Art Education, 2018
In 2013 David Hockney exhibited 147 pieces of his iPad artwork at the De young Museum in San Francisco, drawing attention to the creative possibilities the iPad could open for serious artwork (O'Brien, 2013). The iPad became a core part of Hockney's creative process, according to the audio tour of this exhibit. While that may surprise those…
Descriptors: Art Education, Handheld Devices, Telecommunications, Educational Technology
Herro, Danielle; Quigley, Cassie; Jacques, Lorraine A. – Technology, Pedagogy and Education, 2018
This research draws on a longitudinal study in which middle school math and science teachers enacted STEAM (science, technology, engineering, art and mathematics) teaching in their classroom after participating in intensive STEAM professional development aimed at increasing effective STEAM teaching. The authors address one important aspect in…
Descriptors: STEM Education, Art Education, Technology Integration, Educational Technology
Euan M. S. Frew – ProQuest LLC, 2023
Technology integrated, flipped classroom design offers opportunities to engage students on various levels and through meaningful ways. Introducing this learning environment to students at an early age is likely to change their motivation for learning towards physical literacy and influence their lifelong participation in physical activity. The…
Descriptors: Educational Technology, Flipped Classroom, Physical Education, Grade 8
Ana Maria Villanueva – ProQuest LLC, 2022
Emerging technologies in the classroom are paving the way towards high-quality, hands-on distance learning. Augmented Reality (AR), which overlays virtual information into the physical world, provides a promising solution for the development and delivery of collaborative educational content. Frameworks such as ARkit, ARCore, have enabled AR…
Descriptors: Computer Simulation, Educational Technology, Barriers, Robotics
Guan, Jue-Qi; Wang, Liang-Hui; Chen, Qu; Jin, Kai; Hwang, Gwo-Jen – Interactive Learning Environments, 2023
Pottery making in technology education aims to foster students' practical and creative ability. In a typical pottery making class, students receive the teacher's instruction on the fundamental techniques used in pottery making and have opportunities to practice. It is meaningful to construct an observation-doing-reflection process for students in…
Descriptors: Ceramics, Art Education, Educational Technology, Computer Simulation
Aghasafari, Sahar – Journal of Interdisciplinary Studies in Education, 2023
As educators, we are becoming increasingly aware that delivering effective education will likely change after the coronavirus pandemic. As a result, we have an opportunity to frame teaching differently and bring innovation to the forefront. In doing so, educators explored online tools and creative ways to connect with students and found new ways…
Descriptors: Visual Arts, Biology, Interdisciplinary Approach, Bilingual Students
Ramey, Kay E.; Stevens, Reed; Uttal, David H. – Journal of Educational Psychology, 2020
This study examines the role of spatial reasoning in learning among 5th and 6th grade students participating in a set of in-school, technology-enhanced, STEAM (science, technology, engineering, arts, and math) making activities. We focus our analysis on a particular type of reasoning: spatial reasoning. Prior research has shown that spatial…
Descriptors: STEM Education, Art Education, Spatial Ability, Problem Solving
Melita Morales; Mya Franklin; Shirin Vossoughi; Sam Carroll; Onam Lansana; Megan Bang; Sahibzada Mayed – Reading Research Quarterly, 2024
The maker movement propagated throughout educational spaces alongside promises that technological and design literacies could be harnessed to shape equitable social futures. However, researchers have highlighted the ways makerspaces can reinforce hierarchies of race, gender, and class. This paper builds on research that seeks to support girls'…
Descriptors: STEM Education, Art Education, Middle School Students, Feminism
Chen, Chia-Chen; Huang, Po-Hao – Interactive Learning Environments, 2023
In order to explore whether STEAM education in combination with elementary school curriculums can help students' learning performance, this study developed a digital learning system. This digital learning system combined STEAM concepts with elements of gamebased learning. This study developed the curriculum content based on the unit of…
Descriptors: Art Education, STEM Education, Electronic Learning, Handheld Devices
Tenhovirta, Satu; Korhonen, Tiina; Seitamaa-Hakkarainen, Pirita; Hakkarainen, Kai – International Journal of Technology and Design Education, 2022
The present investigation examined cross-age peer tutoring in the context of organising a technology-enhanced STEAM project aimed at bringing elements of maker culture to a lower secondary school. We examined how 8th graders tutored 7th graders in programming skills. The participants were peer tutors (n = 15) studying in a technology-oriented…
Descriptors: Peer Teaching, Tutoring, Grade 8, Grade 7
National Assessment of Educational Progress (NAEP), 2018
The National Assessment of Educational Progress (NAEP) is the largest nationally representative and continuing assessment of what the nation's students know and can do in various subjects such as mathematics, reading, science, and writing, as well as civics, geography, U.S. history, and technology and engineering literacy. The results of NAEP are…
Descriptors: National Competency Tests, Computer Assisted Testing, Grade 4, Grade 8
Lee, Cheun-Yeong; Peng, Li-Wei; Klemm, Anastasia – Excellence in Education Journal, 2021
Makerspaces have the potential to improve the learning outcomes of students in both middle and high schools. They support science, technology, engineering, arts, and mathematics (STEAM) style initiatives, as well as promote natural creativity among students who tend to struggle in expressing it. This study aims to gain significant insight from…
Descriptors: STEM Education, Art Education, Middle School Students, High School Students