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Jaakko Hilppö; Reed Stevens – Cognition and Instruction, 2024
Choice and autonomy are central tenets of interest-driven learning. Yet, in most studies on interest in school, students' choice and autonomy have been confined within the boundaries of the curriculum and the subject matter in question. This limits our understanding of how schools can support interest-driven learning as well as students' interest…
Descriptors: Nontraditional Education, STEM Education, Art Education, Grade 6
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
Zeynep Özer; Rasim Erol Demirbatir – LUMAT: International Journal on Math, Science and Technology Education, 2023
In this study, the aim is to present a STEAM-based music activity for gifted students and to determine the students' awareness of the process at the end of the activity. The study group of the research consists of exceptionally gifted students who applied to STEAM Based Music Activities Workshop in the Halil Inalcik Science and Art Center.…
Descriptors: Art Education, STEM Education, Music Activities, Academically Gifted
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
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
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
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
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
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
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
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
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
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
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
Iqbal, Shazia; Miller, Jocelyn; Smith, Walter – Science and Children, 2021
When people were forced to isolate themselves physically during the pandemic, many new connections sprung up through the Internet. In order to promote this newfound global oneness and to facilitate global education, this article examines a STEAM activity that promotes a holistic approach to education and make way for a global citizenry as students…
Descriptors: STEM Education, Art Education, Grade 5, Elementary School Students
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