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Showing 1 to 15 of 59 results Save | Export
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Ivaylo Staribratov; Nikol Manolova – Discover Education, 2024
The article presents the application of 3D technologies in STEAM education through a conducted scientific research, highlighting the role of 3D modeling and 3D printing as an innovative approach in achieving an interdisciplinary learning model. The research included the following stages: preparation for designing a detailed 3D steam locomotive…
Descriptors: Art Education, STEM Education, Educational Technology, Technology Uses in Education
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Mohamed Oubibi; Katsiaryna Hryshayeva – Education and Information Technologies, 2024
Background: In primary school art education, it is crucial to foster innovative thinking, encourage hands-on creativity, and nurture an awareness of fundamental artistic aesthetics. Thus, the curriculum should emphasize art literacy development, and it should be supplemented with practical activities and promote humanistic values. Objectives: This…
Descriptors: Art Education, Computer Simulation, Educational Technology, Technology Uses in Education
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Alberto Grájeda; Pamela Córdova; Juan Pablo Córdova; Andrés Laguna-Tapia; Johnny Burgos; Luis Rodríguez; Martín Arandia; Alberto Sanjinés – Cogent Education, 2024
This study investigates the integration of Artificial Intelligence (AI) tools within the School of Arts at a private university in Latin America, focusing on student perceptions and emotional reactions. The research addresses two primary questions: how students perceive the integration of AI tools in their educational experience, and how…
Descriptors: Art Education, Artificial Intelligence, Computer Software, Technology Uses in Education
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Al Ta'ai, Amal Nouri Abboud; Al-Zaidi, Jawad Abdul Kadhim Farhan – Journal of Language and Linguistic Studies, 2022
The theatrical show represents the most employed arts in other arts and of the most experienced arts that have gone through stations and transformations of technical and artistic development alike, most of which are in search of methods and mechanisms to form new spaces for theatrical performances for what characterizes the theatrical space as a…
Descriptors: Theater Arts, Influence of Technology, Design, Art Education
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John Corry Werth; Peter Charles Sinclair Taylor; Elisabeth Taylor – Australian Mathematics Education Journal, 2024
Over the past 20 years, the authors have designed an interdisciplinary approach that integrates Arts-based methods into STEM education. This integrated STEAM education perspective is particularly useful for enabling students to develop (i) not only their traditional scientific (and mathematical) understanding of the outer world but also (ii) their…
Descriptors: Mathematics Instruction, Artificial Intelligence, Computer Software, STEM Education
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Johann Engelbrecht; Marcelo C. Borba – ZDM: Mathematics Education, 2024
In this paper we review selected significant developments in the use of digital technology in the teaching and learning of mathematics over the last five years. We focus on a number of important topics in this field, including the evolvement of STEAM and critical making as well as the process of redefining learning spaces in the transformation of…
Descriptors: STEM Education, Art Education, COVID-19, Pandemics
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Anisimova, Tatyana; Sabirova, Fairuza; Shatunova, Olga; Bochkareva, Tatyana; Vasilev, Vladimir – Education Sciences, 2022
The purpose of this study is to analyze the problems of quality training of personnel for the digital economy of Russia during the pandemic within the framework of STEAM education and to identify their solutions with the help of the most effective distance learning tools. The research is based on a survey of 138 respondents (students of the…
Descriptors: Foreign Countries, Art Education, STEM Education, Distance Education
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DenHouter, John; Whetstone, Rodrick; Dickman, Therese Zoski – Art Education, 2023
Can a building's ornamentation grow and change? Can it inspire artists, educators, and other scholars to be creative in new ways? In this article, the authors, an instructional faculty team of two studio art professors and the fine arts librarian at Southern Illinois University Edwardsville (SIUE), describe how its collection of Louis H. Sullivan…
Descriptors: Art Education, Cooperative Learning, Student Projects, Influence of Technology
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Oliveira, David Manuel Duarte; Pedro, Luís; Santos, Carlos – Smart Learning Environments, 2021
This paper was developed within the scope of a PhD thesis that intends to characterize the use of mobile applications by the students of the University of Aveiro during class time. The main purpose of this paper is to present the results of an initial pilot study that aimed to fine-tune data collection methods in order to gather data that…
Descriptors: Telecommunications, Higher Education, Pilot Projects, Handheld Devices
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Gao, Min – Science Insights Education Frontiers, 2021
Chinese traditional art education plays a unique role in transmitting traditional culture and in developing social civilization but is limited by the monotony of the teaching model structure, its inflexibility in learning time and space, constraints in the teaching scale, and lack of immersive experience. This article discusses the application of…
Descriptors: Art Education, Asian Culture, Computer Simulation, Teaching Methods
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Jeldes, Juan Carlos; Cortés-Morales, Susana; Rodo Lunissi, Renée; Moreira-Muñoz, Andrés – International Journal of Art & Design Education, 2022
We reflect about the role of creative and innovative design/fabrication technologies in processes of learning to become with the world and understanding our place as humanity within nature. In particular, we present part of the work of Aconcagua Fablab, a mobile design and digital fabrication laboratory. We situate it in relation to the Fablab…
Descriptors: Design, Innovation, Creativity, Computer Software
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Sopapradit, Sunti; Wannapiroon, Panita – International Education Studies, 2022
This research developed a model of steam learning with digital fabrication laboratory on cloud computing model to enhance creative product. The objectives of the study were: 1) To create the model, and 2) To evaluate a model. This research method was two parts. The first part about the design's model had four subs: 1) to study and synthesize the…
Descriptors: Models, Internet, Computer Software, Computers
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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
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Ramey, Kay E.; Stevens, Reed; Uttal, David H. – Journal of Educational Psychology, 2020
This study examines the role of spatial reasoning in learning among 5th and 6th grade students participating in a set of in-school, technology-enhanced, STEAM (science, technology, engineering, arts, and math) making activities. We focus our analysis on a particular type of reasoning: spatial reasoning. Prior research has shown that spatial…
Descriptors: STEM Education, Art Education, Spatial Ability, Problem Solving
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Ye Zhang; Mo Wang; Jinlong He; Niantong Li; Yupeng Zhou; Haoxia Huang; Dunbo Cai; Minghao Yin – IEEE Transactions on Learning Technologies, 2024
Diagnosing aesthetic perception plays a crucial role in deepening our understanding of student creativity, emotional expression, and the pursuit of lifelong learning within art education. This task encompasses the evaluation and analysis of students' sensitivity, preference, and capacity to perceive and appreciate beauty across different sensory…
Descriptors: Aesthetics, Creativity, Emotional Response, Lifelong Learning
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