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Hekmati, Nargess; Ghahremani Ghajar, Sue-san; Navidinia, Hossein – Online Submission, 2018
The present article explores the idea of using movies in EFL classrooms to develop students' writing skill. In this qualitative study, 15 EFL learners were engaged in different writing activities in a contextualized form of movies, meaning that the films acted as text-books, and activities were designed based on the contexts of the films. Taking…
Descriptors: English (Second Language), Second Language Instruction, Films, Writing Skills
Swanson, Sarah – Online Submission, 2017
The purpose of this study is to measure the effects of fostering resilience through art education for students with severe physical disabilities ages 7-21. Recent trends of fostering resilience through art education were explored. Current attitudes towards art education for severely disables individuals were also explored. Of particular interest…
Descriptors: Resilience (Psychology), Art Education, Teaching Methods, Severe Disabilities
Waibel, Lindsay – Online Submission, 2017
The purpose of this study was to explore the effects of trauma-informed care, specifically the application of a "identity-safe environment" in order to promote identity development in adolescents. Of specific interest to the researcher were the theories of adolescent development and techniques that serve to improve adolescent learning…
Descriptors: Trauma, Safety, Identification (Psychology), Adolescents
Morasco, Kara – Online Submission, 2013
The purpose of this study was to determine the benefit of an art program to children and youth living in an emergency housing facility. Factors leading to homelessness are explored and examples of the positive influence of art for children experiencing crisis and trauma are presented. Through action research, an art program was implemented where…
Descriptors: Art Education, Homeless People, Children, Access to Education
Ives, Eugenia A. – Online Submission, 2012
The purpose of this study was to examine and better understand the social cognitive effects of digital technology on teenagers' brains and their socialization processes, as well as to learn best practices with regard to digital technology consumption. An extensive literature review was conducted on the social cognitive effects of digital…
Descriptors: Influence of Technology, Computer Uses in Education, Web 2.0 Technologies, Computer Literacy
Felini, Damiano – Online Submission, 2008
Background: The penetration of video games in media consumption behaviors is statistically very significant all over the world. Education and media education cannot ignore this phenomenon, as it is so relevant for such a considerable part of the population, especially youth. The application of media education principles and goals to video games is…
Descriptors: Video Games, Teaching Methods, Popular Culture, Media Literacy