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Delgado-Rodríguez, Santiago; Carrascal Domínguez, Silvia; Garcia-Fandino, Rebeca – Journal of New Approaches in Educational Research, 2023
The main objective of this study is the design and validation of an educational methodological model based on the use of immersive technological resources (Augmented Reality -- AR) to improve learning processes in secondary education science subjects (Biology and Geology). The process was developed based on three main quantitative studies: an…
Descriptors: Simulated Environment, Educational Technology, STEM Education, Art Education
González-Zamar, Mariana-Daniela; Abad-Segura, Emilio – Education Sciences, 2020
Technological advances have posed a challenge in university learning ecosystems in terms of the application of immersive technologies that offer an educational and innovative framework to the student. The evolution of global research on this topic during the period 1980 to 2019 was studied. For this purpose, a bibliometric analysis of 1296…
Descriptors: Higher Education, Computer Simulation, Educational Technology, Technology Uses in Education
Kerry Chappell; Lindsay Hetherington – Cultural Studies of Science Education, 2024
This paper delves deeply into the creative pedagogies which support cutting edge digital STEAM practice across primary and secondary school settings. It contextualises the research within current STEAM agendas including transdisciplinarity, and STEAM and technology and goes on to offer insight from the novel context of ocean learning to develop…
Descriptors: STEM Education, Art Education, Elementary Secondary Education, Oceanography
Knochel, Aaron D., Ed.; Sahara, Osamu, Ed. – Palgrave Macmillan, 2022
This edited volume broadens the understanding of the media arts at a global scale bringing together practices and ideas from artists and art educators from around the world. Authors explore issues of cultural and social diversity in fields of education, media theory, and critical theories of education and pedagogy with particular attention to…
Descriptors: Visual Arts, Educational Technology, Art Education, Artists
Beatriz Ortega-Ruipérez; Miguel Lázaro Alcalde – Interactive Learning Environments, 2023
Programming and robotics are resources that can be used as a learning tool for understanding content. However, some teachers are unmotivated due to preconceptions about their difficulties, which hinder their learning and subsequent application in the classroom. This study aims to determine the perception of 195 teachers teaching different grade…
Descriptors: Robotics, Programming, Teacher Attitudes, STEM Education
López-Banet, Luisa; Perales, F.-Javier; Jimenez-Liso, M. Rut – Journal for the Study of Education and Development, 2021
The integrated STEAM approach arises when a contextualized problem's resolution requires different contributions (views) from each discipline. In this descriptive article we discuss the views needed from chemistry, technology, design skills, mathematical modelling and the artistic support necessary for constructing a scientific model that explains…
Descriptors: STEM Education, Art Education, Interdisciplinary Approach, Secondary School Students
Rakhat, Berikbol; Kuralay, Bekbolatova; Akmaral, Smanova; Zhanar, Nebessayeva; Miyat, Dzhanaev – World Journal on Educational Technology: Current Issues, 2021
The aim of this study was to determine the examination of the researches about the use of technology by fine arts teachers. The study was conducted according to the content and citation analysis model. In this context, Web of Science (WOS) Core Collection indexes were included. In the document scanning in the WOS environment, the keywords 'Fine…
Descriptors: Foreign Countries, Technology Uses in Education, Art Education, Fine Arts
Sáez-López, José-Manuel; Sevillano-García, M. Luisa; Pascual-Sevillano, M. Ángeles – Comunicar: Media Education Research Journal, 2019
Augmented reality (AR) immersion enables virtual objects and real environments to coexist and encourage experimentation with phenomena that are not possible in the real world. Augmented reality is generating new opportunities for the development of ubiquity within educational environments. The objective of this study was to analyze the impact that…
Descriptors: Computer Simulation, Simulated Environment, Educational Technology, Elementary School Students
Burgos, Daniel; Corbí, Alberto – Distance Education, 2018
Transgenic learning is a disruptive approach in education. It encourages modification of moving parts of the educational chain. This article provides a view of transgenic learning focused on the delivery of enriched learning contents in STEAM areas. It discusses the mutagenic role that the virtual containers may play in current distance education.…
Descriptors: Foreign Countries, STEM Education, Art Education, Resource Units
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
Tafazoli, Dara, Ed.; Gomez Parra, M. Elena, Ed.; Huertas-Abril, Cristina A., Ed. – IGI Global, 2018
The ability to effectively communicate with individuals from different linguistic and cultural backgrounds is an invaluable asset. Learning a second language proves useful as students navigate the culturally diverse world; however, studying a second language can be difficult for learners who are not immersed in the real and natural environment of…
Descriptors: Cultural Differences, Cultural Awareness, Culturally Relevant Education, Educational Technology
Dooly, Melinda; Masats, Dolors; Mont, Maria – Journal of Technology and Science Education, 2021
To promote social consciousness and a sense of responsibility, educational proposals organised around the principles of technology-enhanced project-based language learning (Dooly & Sadler, 2016) should engage students in a process of reflecting upon and responding to crucial social issues. Thus, in this paper we will present a project carried…
Descriptors: Teaching Methods, Consciousness Raising, Second Language Learning, Second Language Instruction
Corbi, Alberto; Burgos, Daniel – Electronic Journal of e-Learning, 2017
This paper presents how virtual containers enhance the implementation of STEAM (science, technology, engineering, arts, and math) subjects as Open Educational Resources (OER). The publication initially summarizes the limitations of delivering open rich learning contents and corresponding assignments to students in college level STEAM areas. The…
Descriptors: STEM Education, Art Education, Resource Units, Computer Uses in Education
Manifold, Marjorie Cohee, Ed.; Willis, Steve Ed.; Zimmerman, Enid, Ed. – National Art Education Association, 2016
Globalization is blurring the lines between once clearly defined groups of people, making cultural sensitivity more important than ever. Culturally sensitive art education can cultivate the ability for students to empathize with and care about others, but until now, few guidelines have existed to help art educators bring together those from…
Descriptors: Art Education, Cultural Relevance, Cultural Awareness, Culturally Relevant Education
Benito, Victoria López – International Association for Development of the Information Society, 2014
Nowadays Mobile technologies in Museums and especially in Art Museums are a popular way of communication with their audiences. These kinds of technologies have a high communicative potential and also could be a tool for marketing, information, engagement and learning as well. However with regards how these resources explain the meaning of works of…
Descriptors: Electronic Learning, Arts Centers, Museums, Case Studies
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