Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 1 |
Since 2006 (last 20 years) | 3 |
Descriptor
Motion | 3 |
Spatial Ability | 3 |
Teaching Methods | 2 |
Art Education | 1 |
Art Products | 1 |
Astronomy | 1 |
Change | 1 |
College Faculty | 1 |
Computer Software | 1 |
Elementary School Students | 1 |
Foreign Countries | 1 |
More ▼ |
Publication Type
Journal Articles | 3 |
Guides - Classroom - Teacher | 2 |
Reports - Descriptive | 1 |
Reports - Evaluative | 1 |
Education Level
Elementary Education | 1 |
Higher Education | 1 |
Postsecondary Education | 1 |
Audience
Teachers | 3 |
Location
Australia | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Preston, Christine – Teaching Science, 2017
Familiar toys can be used to scaffold young children's learning about basic physics as well as guide scientific inquiry. Teachers looking for resources to engage young children and develop science inquiry skills need look no further than the toy box. In this two-part activity, children first construct a Lego® car and use it to explore the effects…
Descriptors: Scaffolding (Teaching Technique), Young Children, Toys, Physics
Plummer, Julia – Science and Children, 2015
Elementary students find it difficult to connect the apparent motion of objects in the sky with how celestial objects actually move in the solar system. As a university astronomy education researcher, the author has been investigating methods to help children learn astronomy through workshops and summer camps at science museums and planetariums.…
Descriptors: Science Instruction, Teaching Methods, Elementary School Students, Space Sciences
Sweeny, Robert W. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2010
Videogames represent one of the fastest growing and most influential forms of contemporary visual culture. In this article, the author looks to five aspects of current videogames: perspective, interactivity, interface, narrative, and time and movement. Each of these videogame modalities is analyzed as related to a wide range of popular media,…
Descriptors: Video Games, Art Education, Art Products, Spatial Ability