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Jonathan W. Camp; Heather Johnson – Communication Teacher, 2025
This paper introduces generative AI for the graphic design of student presentation aids in a university public-speaking classroom. Students learn to use generative AI as an efficient enhancement to the creative process while preserving the integrity of the content. Students' slide presentations show improvement resulting from the activity, and…
Descriptors: Artificial Intelligence, Technology Uses in Education, Public Speaking, Computer Software
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
Knochel, Aaron – Studies in Art Education: A Journal of Issues and Research in Art Education, 2013
What are the capacities of visual arts curricula to engage learning within narrow frameworks of overly "scientistic" standards (Lather, 2007)? With growing emphasis in schools under STEM initiatives and evidence-based standards, the possible cross-pollination of effects that art education may have on a science-centric education may be a…
Descriptors: Art Education, Science Education, Visual Aids, Chemistry
Craig D. Howard; Cary Staples; Sébastien Dubreil; Lisa C. Yamagata-Lynch – International Journal of Designs for Learning, 2016
In this design case, we present an instructional design project that resulted in a French language learning game development system. What we describe here is not the game itself, but rather the pedagogical intervention that created what the design team termed a mobile "application farm," which in turn produced the game. The term…
Descriptors: Instructional Design, Computer Software, Teaching Methods, Computer Games
Danzak, Robin L. – Journal of Adolescent & Adult Literacy, 2011
Based on a framework of identity-as-narrative and multiliteracies, this article describes "Graphic Journeys," a multimedia literacy project in which English learners (ELs) in middle school created graphic stories that expressed their families' immigration experiences. The process involved reading graphic novels, journaling, interviewing, and…
Descriptors: Graphic Arts, Writing (Composition), Computer Software, Interviews
Black, David V. – SchoolArts: The Art Education Magazine for Teachers, 2008
This article introduces the art of three-dimensional modelling. Three-dimensional modelling is gaining acceptance as a new medium for self-expression. Students must first master the software programs, learn the tools and functions, the menu choices and settings, and use them to create realistic objects. (Contains 4 online resources.)
Descriptors: Self Expression, Studio Art, Computer Software, Graphic Arts
Sibbet, David – Theory Into Practice, 2008
Thirty years of work as a graphic facilitator listening visually to people in every kind of organization has convinced the author that visual intelligence is a key to navigating an information economy rich with multimedia. He also believes that theory and disciplines developed by practitioners in this new field hold special promise for educators…
Descriptors: Intelligence, Visualization, Cognitive Psychology, Multiple Intelligences
Victor, Garcia Izaguirre; Luisa, Pier Castello Maria; Eduardo, Arvizu Sanchez – Online Submission, 2010
There is a concern that the teaching of subjects is applied not only with support from a set of technological devices, but largely in the proper use of teaching and new technologies. Taking this idea, the authors develop a research and sustainable design that result in educational materials in solid content and technological innovation, also to…
Descriptors: Foreign Countries, Educational Technology, Teaching Methods, Educational Resources
Lazaros, Edward J.; Spotts, Thomas H. – Tech Directions, 2007
While PowerPoint is generally regarded as simply software for creating slide presentations, it includes often overlooked--but powerful--drawing tools. Because it is part of the Microsoft Office package, PowerPoint comes preloaded on many computers and thus is already available in many classrooms. Since most computers are not preloaded with good…
Descriptors: Computer Software, Educational Technology, Technology Education, Computer Uses in Education
Agee, Kelly, Ed. – Research and Curriculum Unit, 2009
Secondary vocational-technical education programs in Mississippi are faced with many challenges resulting from sweeping educational reforms at the national and state levels. Schools and teachers are increasingly being held accountable for providing true learning activities to every student in the classroom. This accountability is measured through…
Descriptors: Animation, Multimedia Materials, Information Technology, Graphic Arts
Milburn, Ken – Personal Computing, 1988
Provides a general review of the field of Computer-Aided Design Software including specific reviews of "Autosketch,""Generic CADD,""Drafix 1 Plus,""FastCAD," and "Autocad Release 9." Brief articles include "Blueprint for Generation,""CAD for Every Department,""Ideas…
Descriptors: Computer Graphics, Computer Oriented Programs, Computer Software, Computer Software Reviews
Kaplan, Reid; Mathieson, Gordon – CAUSE/EFFECT, 1989
A description of how image database technology was used to develop two prototypes for academic and administrative applications at Yale University, one using a video data base integration and the other using document-scanning data base technology, is presented. Technical underpinnings for the creation of data bases are described. (Author/MLW)
Descriptors: Computer Software, Computer Uses in Education, Computers, Databases
Reilly, Susan S.; Roach, John W. – Educational Technology, 1986
Compares the five classic graphic design principles used to construct visual messages--proportion, sequence, emphasis, unity, and balance--with relevant human factors research findings. Compiled by Williges and Williges (1981) these findings focus on the structuring of information for visual displays in interactive environments. (MBR)
Descriptors: Comparative Analysis, Computer Software, Design Requirements, Graphic Arts
Osterer, Irv – Arts & Activities, 1999
Describes an activity where students draw and fill simple and complex shapes by utilizing the polygon tool in QuarkXPress to create graphics. Explains that this activity enables students to learn how to use a variety of functions in the QuarkXPress program. (CMK)
Descriptors: Art Education, Art Products, Color, Computer Graphics
Sparkman, Russell – 1995
The creative processes of 14 computer graphic artists are recorded in this book. Artists represented include: Joseph Kelter; Glenn Mitsui; Diane Fenster; Steve Lyons; Jeff Brice; Thirst; Pamela Hobbs; Lance Hidy; SKOLOS/WEDELL; Marcolina Design/Dan Marcolina; John Hersey; David Carson; Bert Monroy; and Jack Davis. The narrative provides insight…
Descriptors: Art, Art Education, Artists, Collage
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