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Jackson, Renee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2022
This research is about bringing social justice art education into classrooms through the medium of video games and exploring the ways in which video game design can be a learning tool that can make contributions to and engage in social justice work. Drawing from a case-study research project with a small group of middle school students, through…
Descriptors: Cooperative Learning, Video Games, Educational Games, Design
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Joy G. Bertling; Amanda Galbraith; Tabitha Wandell Doss; Rita Swartzentruber; Meredith Massey; Nikki Christen – International Journal of Education & the Arts, 2024
Over the past decade, the arts' potential role in advancing mainstream transdisciplinary curriculum models, like STEM, has been more overtly recognized, both within arts and STEM communities. In this study, we explored STEAM curricula centered around data visualization, a transdisciplinary practice commonly utilized in design and STEM fields and…
Descriptors: Middle School Students, Middle School Teachers, Grade 8, STEM Education
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Chang, Chu-Yang; Du, Zhengyi; Kuo, Hsu-Chan; Chang, Chih-Ching – IEEE Transactions on Education, 2023
Contribution: This study represents the first systematic attempt to develop Science, Technology, Engineering, Arts, and Mathematics (STEAM) integrated project-based learning (PBL) as a transdisciplinary teaching method for fostering students' creativity and computational thinking (CT) skills. Background: With the growing importance of creativity…
Descriptors: Junior High Schools, Grade 7, Design, Cognitive Processes
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Ozkan, Gulbin; Umdu Topsakal, Unsal – International Journal of Technology and Design Education, 2021
Creativity has an important role in many scientific processes which constitute a large and complex structure. It is difficult to identify and measure. Students' creativity can be enhanced through specific education programs. The aim of this study was to develop a science, technology, engineering, art, mathematics (STEAM) design process program for…
Descriptors: STEM Education, Art Education, Design, Creativity
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Zhan, Zehui; Yao, Xiao; Li, Tingting – International Journal of Technology and Design Education, 2023
One of the primary goals of STEAM education is to equip students with the capability of creativity to solve problems. Creativity is believed to be closely related to the ability of making remote associations and combining unrelated concepts. This article explored the effects of three kinds of association interventions (i.e., remote association,…
Descriptors: Intervention, Empathy, STEM Education, Art Education
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Maia Lust; Mart Laanpere – Educational Media International, 2023
Since the last curriculum reform in 2011, all Estonian lower-secondary students have to conduct a year-long creative work. Unfortunately, in many cases, it is implemented as an individual written report that has little to do with improving learners' digital competence or Computational Thinking skills. In the new national curriculum (to be in force…
Descriptors: Student Projects, Creativity, Grade 8, Foreign Countries
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Ceran, Selma – International Journal of Research in Education and Science, 2022
The aim of this study is to examine the relationship between secondary school students' visual creativity in art and their attitudes towards graphic design. The relational research model, one of the quantitative research designs, was used in the study. Two different data collection tools were used to obtain data. In the study, "visual…
Descriptors: Art Education, Visual Arts, Creativity, Student Attitudes
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Quigley, Cassie F.; Herro, Dani; Shekell, Calli; Cian, Heidi; Jacques, Lori – International Journal of Science and Mathematics Education, 2020
STEAM education evolved to address the critical demand for creative transdisciplinary teaching that was under-realized in STEM programs. However, this novel concept has not been clearly conceptualized; this is likely attributed to the lack of a grounding theory to frame STEAM. We propose using connected learning theory to examine a previously…
Descriptors: Art Education, STEM Education, Learner Engagement, Middle School Students
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Norma J. Boakes – Journal for STEM Education Research, 2020
This paper presents results from an exploratory case study on the use of Origami for developing design thinking with a group of 22 middle school girls participating in a summer STEM program. The case study combines the process of design thinking, common in STEM-based exploration, and aligned to Next Generation Science Standards (NGSS) with the art…
Descriptors: Middle School Students, Females, Art Education, STEM Education
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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
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Çakir, Nur Akkus; Çakir, Murat Perit; Lee, Frank J. – Educational Technology Research and Development, 2021
This paper presents a game-design workshop built around a digital art installation featuring video games displayed over a real-world skyscraper to stimulate students' interest in computer science and a study testing its short-term effects on improving middle school students' computational thinking (CT) skills and attitudes towards computing.…
Descriptors: Thinking Skills, Problem Solving, Computation, Video Games
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Upadhyay, Bhaskar; Coffino, Kara; Alberts, John; Rummel, Andrew – Asia-Pacific Science Education, 2021
In this case study, we present opportunities science, technology, engineering, arts, and mathematics (STEAM) education provided to a sixth-grade class. We collected observational and interview data in a language arts and a science class over 1 year. We used the liberation social psychology (LSP) framework to understand students' discourses and…
Descriptors: STEM Education, Art Education, Middle School Students, Transformative Learning
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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
Mackin, Eileen; Mackin, Robert; Obremski, John; McKie, Katherine – Phi Delta Kappan, 2017
Like many school systems in economically stressed parts of the country, the Everett, Mass., school district had cut back on arts instruction over the years, to the point where most students were getting only a single art class per week. But since 2013, and thanks to a grant from the U.S. Department of Education, Everett has designed and…
Descriptors: Art Education, Grants, Federal Aid, Elementary Schools
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English, Lyn D. – International Journal of Science and Mathematics Education, 2017
Navigating the current STEM agendas and debates is complex and challenging. Perspectives on the nature of STEM education and how it should be implemented without losing discipline integrity, approaches to incorporating the arts (STEAM) and how equity in access to STEM education can be increased are just a few of the many issues faced by…
Descriptors: STEM Education, Elementary Education, Secondary Education, Middle Schools
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