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Amanda Galbraith; Joy G. Bertling; Tabitha Wandell; Rita Swartzentruber; Lynn Hodge – Art Education, 2024
Data are storied, often with rich histories and powerful stories to tell, yet often presented in a format that belies these stories. The arts can help put the body back into seemingly disembodied data. Arts-based approaches can help students embrace the storied nature of data and leverage the power of stories to affect change. Rahul Bhargava et…
Descriptors: Visual Aids, Data, Art Education, STEM Education
Ferrari, Jennifer R. – Art Education, 2023
Since its inception, the phrase "Yes, And" has guided the pedagogy of The Second City, the Chicago-based improvisational theatre and training organization. "Yes, And" is a framework that asks participants to accept and expand on the offerings of their partners to maintain momentum and advance the scene. Rejecting an offering…
Descriptors: Art Education, Teaching Methods, Language Usage, Art Teachers
Eva-Lena Forslind; Stefan Hrastinski; Ingrid Forsler – Interactive Learning Environments, 2024
This article focuses on developing the idea process in visual art education by using digital peer feedback. In the school subject visual art, the visual idea process, e.g. when students sketch their ideas, is an important phase in a project. When an idea takes form, there is the possibility for considering the idea in a new way, for others to…
Descriptors: Foreign Countries, Grade 8, Art Education, Visual Arts
Mariana, Epifani Putri; Kristanto, Yosep Dwi – Online Submission, 2023
Teaching and learning in the 21st century should equip students with critical and creative thinking skills to be ready to live and contribute productively to society. One suitable learning approach is integrating STEAM education and computational thinking--the STEAM-CT approach. The present study aims to describe students' critical and creative…
Descriptors: Art Education, STEM Education, Critical Thinking, Creative Thinking
Melese Astatke; Cathy Weng; Abebayehu Yohannes; Matere M. Isaac; Wei-Kai Liou – Educational Technology Research and Development, 2024
This quasi-experimental study examined the influences of an Immersive Virtual Reality (IVR) adoption in the classroom and compared learning achievement, motivation, and perception between two versions of the learning approaches (IVR-based STREAM learning and Desktop Virtual Reality (DVR)-based STREAM learning). Twenty middle school students in the…
Descriptors: Middle School Students, Computer Simulation, Augmentative and Alternative Communication, Workstations
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
Bates, Jane K. – National Art Education Association, 2020
"Uniting Body, Mind, and Spirit Through Art Education: A Guide for Holistic Teaching in Middle and High School" empowers art learners to have experiences that engage the spirit along with the body and the mind in deeper ways of seeing, being, and relating in the world. This timely resource, written to support both the veteran educator…
Descriptors: Art Education, Holistic Approach, Middle Schools, High Schools
Sevcan Saribas; Necla Coskun – Education 3-13, 2024
This study focuses on the local environment activity process, conducted within the context of place-based art education. The research was designed as a holistic single-case study and was conducted with 25 middle school students aged 10-11, who were studying in the 5th grade in Turkey. Criterion sampling was used to determine the study group. The…
Descriptors: Art Education, Place Based Education, Holistic Approach, Teaching Methods
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
Helvaci, Ismail; Yilmaz, Meliha – International Journal of Curriculum and Instruction, 2022
The aim of present study is to decide the effect of Visual Arts Education delivered with the activities developed as a part of STEAM approach, which is based on the integration of Art into the disciplines of Science, Technology, Engineering and Mathematics, on the attitude towards the disciplines that constitute this approach. Views upon STEM…
Descriptors: STEM Education, Art Education, Visual Aids, Foreign Countries
Carrie Vander Zwaag – Assessment Matters, 2022
Integrated STEAM education (science, technology, engineering, art, and mathematics) has been shown to effectively foster global competencies as well as school and societal engagement for 21st century learners of diverse backgrounds. However, facilitating quality STEAM teaching and learning can be challenging for teachers, particularly in the area…
Descriptors: STEM Education, Art Education, Teaching Methods, Teaching Experience
Susan Chapman; Georgina Barton; Susanne Garvis – International Journal of Education & the Arts, 2024
Much research explores how the arts can support inclusion in the classroom, but this is usually when they are taught as separate subject areas, such as music or visual arts, for children. This paper outlines a unique approach in the classroom using the arts as a connecting language in all subject areas. Known as Arts Immersion, this approach was…
Descriptors: Foreign Countries, Elementary School Curriculum, Elementary School Students, Elementary School Teachers
Lavy, Ilana – Informatics in Education, 2023
This paper describes a pilot study that explores students learning how to program via a multi-disciplinary approach. The study participants were eleven 6th grade students who learned programming fundamentals via music activities in a Scratch 3.0 environment. These activities included the programming of familiar melodies and the development of…
Descriptors: Computer Science Education, Programming, Grade 6, Music
Ozkan, Zeliha Canan – International Journal on Social and Education Sciences, 2023
Project-based learning in visual arts lesson is an effective method to develop students' creativity, self-confidence and learning skills. The aim of this study is to examine the effect of project-based learning method applied in 7th grade visual arts lesson on lesson outcomes and attitudes compared to traditional teaching. The study was conducted…
Descriptors: Visual Arts, Art Education, Student Projects, Active Learning
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