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Suzannie K. Y. Leung; Kimburley W. Y. Choi – European Early Childhood Education Research Journal, 2024
This study aimed at exploring kindergarten teachers' perceptions and usage of digital devices in their classrooms. A multiple case study (n = 4) was conducted to investigate how in-service experienced (n = 22) and novice (n = 24) kindergarten teachers interpreted the functional significance of digital devices, including the needs and challenges…
Descriptors: Visual Arts, Art Education, Films, Teacher Attitudes
Amanda Wrenn Brown – ProQuest LLC, 2021
The purpose of this action research was to evaluate the impact of technology integrated gamification strategies on third-grade students' engagement in an art classroom at an elementary school with a Science, Technology, Engineering, Art, and Math (STEAM) based curriculum. To increase student engagement, educators and evaluators not only need to…
Descriptors: Gamification, Learner Engagement, Grade 3, STEM Education
Song, Min Jeong – International Journal of Technology and Design Education, 2020
In recent 5 years, digital fabrication technologies have not only advanced rapidly but have also become more user-friendly and affordable, especially regarding their educational uses. Due to these technologies' capability to link virtual and physical making, educators have extensively discussed their potential impact on fostering a…
Descriptors: Design, Teaching Methods, Creativity, Textiles Instruction
Blomgren, Henriette – Journal of Pedagogy, 2023
The aim of the article is to analyse aesthetic encounters in Danish early childhood and care (ECEC) centres and create knowledge of and a language for aesthetics as sensitive encounters and vibrant matters between humans and the world. The article thus challenges traditional assumptions about and understandings of aesthetics as simply impression,…
Descriptors: Aesthetics, Early Childhood Education, Child Care, Kindergarten
Rönkkö, Marja-Leena; Yliverronen, Virpi; Kangas, Kaiju – Design and Technology Education, 2021
The present study explored pre-primary students' investigative activity during a longitudinal, integrative technology education project: the Power Creatures project. Investigative activity refers to the way young children act in a learning context that combines inquiry-based activities with creative hands-on activities, such as designing and…
Descriptors: Preschool Children, Technology Education, Preschool Education, Investigations
Crisan, Gabriela Ileana; Albulescu, Ion – Romanian Review of Geographical Education, 2018
In the present study, we conducted analyses of artwork that represents elements from the natural and man-made environment and established their compliance with the real world. We also present a comparative approach of young schoolchildren's artwork, having the landscape and other environment elements as a main theme. The research took place…
Descriptors: Foreign Countries, Homework, Art Expression, Painting (Visual Arts)
Törmälä, Virva – Design and Technology Education, 2021
The Finnish National Core Curriculum (NCC), which took effect at the primary school level in autumn 2016, includes ICT competence for all school grades, and encourages pupils to document their working processes in crafts. However, the literature provides evidence of the barriers faced by teachers in integrating information and communication…
Descriptors: Portfolios (Background Materials), Multimedia Materials, Technology Integration, Handicrafts
Cervera, Núria; Diago, Pascual D.; Orcos, Lara; Yáñez, Dionisio F. – Education Sciences, 2020
Educational robotics are commonly present in kindergarten and primary school classrooms, particularly Bee-bot. Its ease of use allows the introduction of computer programming to young children in educational contexts from a science, technology, engineering, arts, and mathematics (STEAM) perspective. Despite this rise, there are still few…
Descriptors: Thinking Skills, Mentors, Robotics, Educational Technology
Huang, Yujia; Li, Hui; Fong, Ricci – Early Child Development and Care, 2016
Innovation in pedagogy by technology integration in kindergarten classroom has always been a challenge for most teachers. This design-based research aimed to explore the feasibility of using Augmented Reality (AR) technology in early art education with a focus on the gains and pains of this innovation. A case study was conducted in a typical…
Descriptors: Simulated Environment, Art Education, Case Studies, Teaching Methods
Rosenthal, Matthew M. – Online Submission, 2020
This study was designed to understand how a school can transform its instructional practices and collaborative structures to bring about rigorous, relevant, and engaging learning for all students. The purpose of this qualitative case study was to determine how a school can create a culture of innovation in teaching practices. This case study…
Descriptors: Case Studies, Educational Innovation, Teaching Methods, 21st Century Skills
Joseph, AnnRené – International Dialogues on Education: Past and Present, 2020
The future of arts education is at stake. This paper attempts to examine the future of arts education via the responses of a qualitative survey, student samples, individual interviews, and research regarding arts education as essential education for all learners during a pandemic and beyond. The sudden decree that all attendance at public and…
Descriptors: Art Education, Pandemics, COVID-19, Student Attitudes
Morgan, Emily; Ansberry, Karen – Science and Children, 2016
It's easy to see the connections between science, technology, engineering, art, and mathematics (STEAM) in daily life, but they may not be so obvious in the classroom. This month's lessons allow students to explore the components of STEAM through a favorite art supply, the crayon, and a beloved American tradition, the Macy's Thanksgiving Day…
Descriptors: STEM Education, Art Education, Freehand Drawing, Art
Smith, Carmen Petrick; King, Barbara; González, Diana – Teaching Children Mathematics, 2015
There is a growing need for STEAM-based (Science, Technology, Engineering, Arts, and Mathematics) knowledge and skills across a wide range of professions (Brazell 2013). Yet students often fail to see the usefulness of mathematics beyond the classroom (Kloosterman, Raymond, and Emenaker 1996), and they do not regularly make connections between…
Descriptors: STEM Education, Art Education, Mathematics, Mathematical Concepts