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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
Rebekah Radtke; Eduardo Santillan-Jimenez; Margaret Mohr-Schroeder – International Journal of Designs for Learning, 2020
University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board…
Descriptors: Video Games, Energy Education, STEM Education, Outreach Programs
Connors, Sean P. – Journal of Children's Literature, 2015
When teachers work with students to construct a metalanguage that they can draw on to describe and analyze graphic novels, and then invite students to apply that metalanguage in the service of composing multimodal texts of their own, teachers broaden students' analytical frameworks. In the process of doing so, teachers empower students. In this…
Descriptors: Cartoons, Novels, Teaching Methods, Metalinguistics
McAlindon, Kathryn; Neal, Jennifer Watling; Neal, Zachary P.; Mills, Kristen J.; Lawlor, Jennifer – American Journal of Evaluation, 2019
Despite growing interest in data visualization and graphically aided reporting, the evaluation literature could benefit from additional guidance on systematically integrating visual communication design and marketing into comprehensive communication strategies to improve data dissemination. This article describes the role of targeted communication…
Descriptors: Visual Aids, Marketing, Graphic Arts, Technical Writing
Snyder, Mark; Painter, Donna – Technology and Engineering Teacher, 2014
Most products people purchase, keep in their homes, and often discard, are typically packaged in some way. Packaging is so prevalent in daily lives that many of take it for granted. That is by design-the expectation of good packaging is that it exists for the sake of the product. The primary purposes of any package (to contain, inform, display,…
Descriptors: Technology Education, Technological Literacy, Manufacturing Industry, Engineering Education
Ernst, Jeremy Vaughn; Lane, Diarmaid; Clark, Aaron C. – Engineering Design Graphics Journal, 2015
The ability to rotate visual mental images is a complex cognitive skill. It requires the building of graphical libraries of information through short or long term memory systems and the subsequent retrieval and manipulation of these towards a specified goal. The development of mental rotation skill is of critical importance within engineering…
Descriptors: Engineering Education, Design, Graphic Arts, Drafting
Abilock, Debbie; Williams, Connie – Knowledge Quest, 2014
In this article Debbie Abilock and Connie Williams apply the processes used by a food testing organization that strives to develop absolutely the best recipes for popular dishes, testing each recipe until they arrive at the combination of ingredients, technique, temperature, cooking time, and equipment that yields the best, most fool-proof recipe…
Descriptors: Inquiry, Visual Aids, Graphic Arts, Persuasive Discourse
Fitzgerald, Mike; Tsosie, Teri – Tech Directions, 2012
The cereal box design activity is intriguing both for its simplicity and the resourcefulness that it can generate in young people. Also, it lends itself to a variety of curriculums. It covers both consumerism and Design for the Environment (DfE) concepts broadly and in depth. The activity introduces a wide range of topics. They include graphic…
Descriptors: Environmental Education, Design, Interdisciplinary Approach, Science Activities
Cochrane, Thomas; Antonczak, Laurent; Guinibert, Matthew; Mulrennan, Danni – International Association for Development of the Information Society, 2014
This paper explores an overview of an evolving framework to enable creative pedagogies as applied to three different higher education contexts. Based upon our experiences, we propose a critical framework for supporting and implementing mobile social media for pedagogical change within higher education. Our framework maps the SAMR educational…
Descriptors: Social Networks, Educational Technology, Creative Teaching, Technology Uses in Education
Shaw, Annita – Arts & Activities, 2011
Most students enjoy the printing process. Some may have experimented with printing in the past using found objects or cutouts made of cardboard. In this article, students create a design on a pie-shaped piece and then repeat it to make a radial design.
Descriptors: Visual Arts, Graphic Arts, Studio Art, Art Activities
van der Waarde, Karel; Vroombout, Maurits – Visible Language, 2012
Situation: Graphic design education is subject to substantial changes. Changes in professional practice and higher education aggravate insecurities about the contents and structure of courses, assessment criteria, relations between practice, research and theory and teaching methods. Assumption: Graphic design education (visual communication design…
Descriptors: Foreign Countries, Graphic Arts, Design, College Instruction
Pettersson, Rune – Journal of Visual Literacy, 2014
Information design has practical and theoretical components. As an academic discipline we may view information design as a combined discipline, a practical theory, or as a theoretical practice. So far information design has incorporated facts, influences, methods, practices, principles, processes, strategies, and tools from a large number of…
Descriptors: Design, Information Services, Theories, Interdisciplinary Approach
Lacey, Gary – Tech Directions, 2010
Students in technology education programs from middle school through high school around the nation are benefiting from--and enjoying--hands-on experience in mechanical engineering, applied mathematics, materials processing, basic electronics, robotics, industrial manufacturing, and other STEM (science, technology, engineering, and math)-focused…
Descriptors: Manufacturing, Engineering, Technology Education, Hands on Science
Jackson, Ian – International Journal of Art & Design Education, 2008
This article will begin by seeking to define the notion of learning "by, through" and "from" experience. A linkage will then be established between these notions of experiences and gestalt theory. This will be explored within a subject specific context of graphic design. Links will be highlighted between the inherent nature of graphic design and…
Descriptors: Learning Theories, Graphic Arts, Design, Psychotherapy
Payne, Janet – SchoolArts: The Art Education Magazine for Teachers, 2007
While working on a graphic design job at FAO Schwartz, entrepreneurs Sandra Higashi and Byron Glaser recognized a need for something new in toys. The result was the birth of Zolo, an innovative, interactive toy, designed and produced by Higashi and Glaser and distributed by the Museum of Modern Art (MoMA) in New York. The initial idea for Zolo…
Descriptors: Design, Toys, Graphic Arts, Innovation