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Showing 1 to 15 of 44 results Save | Export
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Knochel, Aaron D. – Studies in Art Education: A Journal of Issues and Research in Art Education, 2023
With the release of artificial intelligence image-generation platforms to the broader public in 2022, there is an opportunity to evaluate how image-making practices may change and speculate how graphic design software, such as Photoshop, may evolve. Using a methodology of assemblage, a relational study of Photoshop and Midjourney is gathered to…
Descriptors: Art Education, Artificial Intelligence, Visual Aids, Computer Software
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Kathryn Early; Amiee Sanders; W. Gary Martin – Mathematics Teacher: Learning and Teaching PK-12, 2025
Vectors have important applications both within and outside mathematics, but the concept of vectors is often taught to students in a less-than-engaging way, leading to students feeling inadequate and frustrated. This article describes the use of a mathematical microworld, "Driving with Vectors," to explore vectors using equitable…
Descriptors: Mathematics Instruction, Teaching Methods, Geometric Concepts, Algebra
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George Kalmpourtzis; Margarida Romero – Interactive Learning Environments, 2024
Taking into account the profound impact of technology on modern education, especially during the COVID-19 pandemic, increasing academic interest has focused towards the design and application of such tools on different learning contexts. A specific area of Human-Computer Interaction, called affordance theory, focuses on the perception, design and…
Descriptors: Robotics, Artificial Intelligence, Computer Software, Teaching Methods
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Terauchi, Daisuke – International Journal of Music Education, 2022
In 2017, I developed a computer application entitled "Sanka Play," which enables audience members to participate in improvisational performances by making real-time requests to performers. In most cases of free improvisation, the audience atmosphere influences performers. While audience--performer interaction is generally nonverbal,…
Descriptors: Audiences, Music, Elementary School Students, Computer Software
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Fernandes, Clara Eloïse – International Journal of Art & Design Education, 2022
As most GenZ and Millenial students now study at home, young people have shifted their media content consumption, with streaming platforms being among GenZ and Millenials favorites since the first lockdown. Could 'Netflix and chill' be turned into a creative learning activity for design students? As theoretical online learning is often associated…
Descriptors: Design, Teaching Methods, Pandemics, COVID-19
Gorbunova, Irina B.; Kiseleva, Yulia N. – Journal of Educational Psychology - Propositos y Representaciones, 2020
The "Listening to Music" course is an important link in the music education of a child. The "Listening to Music" course fosters love and interest in music, teaches to understand its language, and develops emotional responsiveness in children. The article considers new opportunities in teaching the "Listening to Music"…
Descriptors: Music Education, Art Education, Teaching Methods, Listening Skills
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Papert, Artemis – LEARNing Landscapes, 2017
In this interview, biologist, artist, and shiatsu healer Artemis Papert describes how computational thinking can help people organize their thoughts in a more formal way. She discusses TurtleArt, a software that allows both children and adults to create two-dimensional static art images using geometry and coding as a medium. TurtleArt not only…
Descriptors: Art, Technology, Computation, Thinking Skills
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Seo, JooYoung; Richard, Gabriela T. – Information and Learning Sciences, 2021
Purpose: In response to the underexplored need for holistically inclusive makerspaces for learning, we put propose the "SCAFFOLD" framework, which considers equity, inclusion and accessibility in the design of spaces and activities for socioculturally diverse learners. Design/methodology/approach: This paper proposes a universal design…
Descriptors: Inclusion, Creative Activities, Guidelines, Student Diversity
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Bonner, Euan; Lege, Ryan; Frazier, Erin – Teaching English with Technology, 2023
Large Language Models (LLMs) are a powerful type of Artificial Intelligence (AI) that simulates how humans organize language and are able to interpret, predict, and generate text. This allows for contextual understanding of natural human language which enables the LLM to understand conversational human input and respond in a natural manner. Recent…
Descriptors: Teaching Methods, Artificial Intelligence, Second Language Learning, Second Language Instruction
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Huovinen, Erkki; Rautanen, Heli – Research Studies in Music Education, 2020
In order to promote children's collaborative musical creativity in new digital environments, we need a better understanding not only of the sound production capabilities provided by the new digital tools, but also of the interaction affordances involved. This study focuses on the interactional patterns emerging in children's musical creativity,…
Descriptors: Music Education, Teaching Methods, Cooperative Learning, Comparative Analysis
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Thompson, Douglas E. – General Music Today, 2013
In today's complex music software packages, many features can remain unexplored and unused. Software plug-ins--available in most every music software package, yet easily overlooked in the software's basic operations--are one such feature. In this article, I introduce readers to plug-ins and offer tips for purchasing plug-ins I have…
Descriptors: Computer Software, Music Education, Computer Software Reviews, Technology Uses in Education
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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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Grabman, Rebecca; Stol, Talia; McNamara, Annie; Brahms, Lisa – Journal of Museum Education, 2019
This article describes Children's Museum of Pittsburgh's multi-phase approach to developing professional development (PD) for its maker educators. Researchers engaged maker educator staff in research-practice partnerships at each stage of the process, with the intention of supporting maker educators in developing their practice. Grounded in…
Descriptors: Museums, Faculty Development, Theory Practice Relationship, Sociocultural Patterns
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Arnott, Lorna; Grogan, Deirdre; Duncan, Pauline – Contemporary Issues in Early Childhood, 2016
This article explores the use of iPads as part of a child-centred data collection approach to understand young children's creativity. Evidence is presented from a small study of three- to five-year-old children's creative play. Analysis of the children's engagement with iPad video diaries and free-to-use tablet applications was logged across two…
Descriptors: Foreign Countries, Handheld Devices, Preschool Children, Creativity
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Wall, Kate; Burns, Helen; Llewellyn, Anna – Journal of Early Childhood Research, 2017
Mind the Gap is a family learning project aiming to facilitate intergenerational engagement with learning in schools through the vehicle of a stop-motion animation project. Implicit in the animation process is reflective and strategic thinking that helps to make the process of learning explicit (Learning to Learn: Wall et al.). The animation…
Descriptors: Metacognition, Family Programs, Animation, Program Descriptions
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