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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
Casian, Silvia; Lopes, Amélia; Pereira, Fátima – International Journal of Art & Design Education, 2018
This article focuses on the emotions of 13 and 14 year-old students related to visual art education activities. Our aim is to understand the interference of the students' emotions with the processes of the creation and reception of their own pictures, as well as their characteristics in an art education context. The article adopts a Vygotskian…
Descriptors: Art Education, Visual Arts, Psychological Patterns, Adolescents
Liu, Li-Ming – Asia Pacific Education Review, 2007
The purpose of this study was to examine the relationships between the qualities of creativity, drawing ability, and visual/spatial intelligence of selected third-grade students in the Hsinchu area of Taiwan, Republic of China. The population for this study included approximately 11,653 third-grade students from 99 public elementary schools.…
Descriptors: Check Lists, Intelligence, Creativity, Elementary Schools

Clements, Robert D. – Art Education, 1976
Descriptors: Art Education, Art Products, Art Teachers, Competency Based Teacher Education
King, Steve – Arts & Activities, 1998
Provides a lesson that gives students the opportunity to master the medium of pen and ink through a project called "Transformations." Explains that students choose two pictures, copying each one, and then combine them to create a transformation where one object transforms into the other, such as a bolt with butterfly wings. (CMK)
Descriptors: Art Education, Art Expression, Art Products, Middle Schools