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Gillespie, Jethro – Art Education, 2016
Oliver Herring, the creator of TASK, defines it as: "[a]n improvisational event with a simple structure and very few rules... TASK's open-ended, participatory structure creates almost unlimited opportunities for a group of people to interact with one another and their environment. TASK's flow and momentum depend on the tasks written and…
Descriptors: Play, Role, Learning Experience, Problem Solving
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Manusos, Dominick O.; Busby, Joe R.; Clark, Aaron C. – Technology and Engineering Teacher, 2013
The article provides information on the changing rules in the authentic designs in gaming. It states that board games have been used to teach before a traditional classroom setting was ever put in place. It mentions that technology, engineering, and design education teachers would do well to develop their assignments to lead students into…
Descriptors: Games, Play, Design, STEM Education
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Ejsing-Duun, Stine; Skovbjerg, Helle Marie – Electronic Journal of e-Learning, 2016
This article explores how student behaviour and interactions change when teachers use "producing" as a primary pedagogical strategy (Papert, 1980; Ejsing-Duun and Karoff, 2014). Based on observed student and teacher actions and responses, as well as students' production, this paper emphasizes the importance of understanding how students…
Descriptors: Teaching Methods, Creativity, Play, Games
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Dulaney, Margaret A. – English Journal, 2012
After teaching in rural North Carolina for about six years, the author was on the verge of giving up on teaching Shakespeare to her students. Although they seemed to enjoy the action and the drama of Shakespeare's plays, the lack of connection between the students and the language and culture of the plays interfered with her ability to generate a…
Descriptors: Drama, Teaching Methods, Play, Instructional Innovation
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Manifold, Marjorie Cohee – Studies in Art Education: A Journal of Issues and Research in Art Education, 2009
The explanations of 101 adolescents and young adults, who are fans of popular culture narratives and make art inspired by these phenomena, provide insight into why these youth were drawn to create fan-based artworks, how they learned to make these art forms, and what the creative activities mean to them. Emergent themes highlight (a) the…
Descriptors: Young Adults, Adolescents, Art Products, Popular Culture