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Jing Li – Interactive Learning Environments, 2024
The development of new approaches to digital art is based on improving a variety of technologies. The main goal of this paper is to identify the gamification of digital art through the promotion of speculative design and interactive experiences. To achieve this goal, theoretical and practical methods were used in the research. A survey determined…
Descriptors: Art, Gamification, Computer Use, Technology
Abella, Ainoa; Araya León, María; Marco-Almagro, Lluís; Clèries Garcia, Laura – International Journal of Technology and Design Education, 2022
Materials are elements that configure our built environment and are key components in design and engineering education. This research aims to understand learners' sensorial perception of materials as stimuli and what constitutes the most appropriate communication channel for learning about their characteristics without losing information in…
Descriptors: Cognitive Style, Physical Environment, Design, Engineering Education
Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga – Electronic Journal of e-Learning, 2017
A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…
Descriptors: Design, Multiple Intelligences, Preferences, Learning Modalities
Schmidt, Kimberly McDavid; Beucher, Becky – Pedagogies: An International Journal, 2018
We contend that multimodal literary responses offer a space for students to integrate art in the interactive composing process in a way that fosters creativity that normative schooling practices often foreclose. In this qualitative study of three African American fifth-grade students' design processes, we theorize literacy as embodied to analyse…
Descriptors: Multiple Literacies, Art Education, Integrated Curriculum, Creativity
Paek, Seungoh; Hoffman, Daniel L.; Black, John B. – Educational Technology Research and Development, 2016
The purpose of this study was to examine if student understanding of new material could be promoted by manipulating the perceptual factors experienced at the time of learning. It was hypothesized that the thematic relevance of perceptual factors would be a significant contributor to learner understanding. To test this hypothesis, one hundred…
Descriptors: Elementary School Students, Grade 1, Grade 2, Multimedia Instruction
Broderick, Debora – Journal of Adolescent & Adult Literacy, 2014
This practitioner research study investigates the power of multimodal texts within a real-world context and argues that a participatory culture focused on literary arts offers marginalized high school students opportunities for collaborative design and authoring. Additionally, this article invites educators to rethink the at-risk label. This…
Descriptors: High School Students, At Risk Students, Cooperative Learning, Writing Assignments
Pantaleo, Sylvia – Journal of Early Childhood Literacy, 2016
One of the purposes of the classroom-based research featured in this article was to explore how the ongoing development of young children's understanding of elements of visual art and design would affect their comprehension, interpretation and analysis of the artwork in a selection of picturebooks. Social semiotics, multimodality, sociocultural…
Descriptors: Foreign Countries, Public Schools, Elementary School Students, Primary Education
Cook, Michelle; Visser, Ryan – Journal of Educational Multimedia and Hypermedia, 2014
Multimedia presentations that combine visual and verbal information are widely used for instructional purposes. While the design of the text-graphic relationship is difficult, several design strategies with the potential to reduce cognitive load have been identified in the literature. The purpose of this study is to examine how split-attention,…
Descriptors: Multimedia Instruction, Attention, Prompting, Prior Learning
Fisher, Kenn; Newton, Clare – Higher Education Research and Development, 2014
The twenty-first century has seen the rapid emergence of wireless broadband and mobile communications devices which are inexorably changing the way people communicate, collaborate, create and transfer knowledge. Yet many higher education campus learning environments were designed and built in the nineteenth and twentieth centuries prior to…
Descriptors: Evidence, Technology Uses in Education, Higher Education, Educational Environment
Halliday, Christina – Canadian Review of Art Education: Research and Issues, 2009
An art and design university is a particular kind of "semiotic landscape," comprised of teachers and students heavily invested in the difference that non-linguistic modes of expression make to meaning and human experience. Here both experienced and emerging creative practitioners experiment with the signifying possibilities of, for example, wood,…
Descriptors: Art Education, Writing Instruction, College Curriculum, Literacy Education
Burke, Anne; Rowsell, Jennifer – E-Learning, 2007
The authors examine how to assess multimodal reading practices with a group of middle school students attending an elementary school in Eastern Canada. They argue that to assess new reading practices, we need a fine-grained account of what students do, when they do it, with whom, why they do it, and finally, where they go in web space. The authors…
Descriptors: Foreign Countries, Literacy, Reading Instruction, Middle School Students