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Bañez, Richard Mendoza – Journal of Learning for Development, 2023
This paper attempts to describe the signifier choice of student artists in thematic representations of digital visual arts and determine its implications for digital pedagogy. Utilising a qualitative approach to research and covering a corpus of six digital artworks of student artists, the semiotic analysis utilising Peirce's (1991) sign modes…
Descriptors: Visual Arts, Art Products, Computer Uses in Education, Artists
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Nenad Pavel – Design and Technology Education, 2023
Learning in makerspaces is free from curriculum and evaluation and is believed to yield practical, self-driven and solution-oriented learners. This study explores how makerspace pedagogy can be emulated in formal higher education settings to support this kind of learning. Action research was used to cultivate and review this pedagogical approach…
Descriptors: Machine Tools, Design Crafts, Visual Arts, Computer Peripherals
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Maira Nurke; Aziya Zhumabayeva; Lyazzat Adenova; Shaizada Baikenova; Kamilya Abilkalamova – Journal of Education and e-Learning Research, 2024
Noospheric education is considered the basis for the formation of an environmental culture in people and society aimed at solving a complex of problems related to ensuring the sustainable development of society. Identifying promising areas for noospheric education development and demonstrating the importance of students developing a noospheric…
Descriptors: Foreign Countries, Secondary School Students, Grade 4, Sustainable Development
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Leonard, Nicholas – Art Education, 2020
Despite the massive advances in artificial intelligence (AI) alongside the saturation of digital technologies in society, the domain of art education has experienced little change to account for the fact that humans are not the only content creators. Recent movements in art education--including but not limited to visual culture, choice-based art,…
Descriptors: Art Education, Artificial Intelligence, Art Products, Visual Arts
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Kolyvas, Spyros – Education Quarterly Reviews, 2020
The aim of the educational scenario is to create an innovative teaching proposal in the class of visual arts for the pupils of the last two classes of the elementary school. This teaching proposal escapes the strict framework of the school program and proposes a holistic approach to knowledge. Its application requires the use of new technologies,…
Descriptors: Instructional Innovation, Cooperative Learning, Visual Arts, Art Education
Julian, June; Crooks, Julian G. – Online Submission, 2016
Imagine if famous artists could help us guide art discussions in the classroom. In "The Second Life Artist Project", digital avatars for three legendary artists: Frida Kahlo, Georgia O'Keeffe, & Vincent Van Gogh. each respond to three pieces of art by living artists., Those artist avatars model the "Visual Thinking…
Descriptors: Art Education, Visual Arts, Artists, Computer Uses in Education
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Akbari, Ehsan; Castro, Juan Carlos; Lalonde, Martin; Moreno, Lina; Pariser, David – Art Education, 2016
Art educators can harness the collective intelligence and creativity of a class by focusing on the knowledge that emerges from the everyday connections and interactions among students. This article argues the importance and value of collective learning in the art classroom by presenting a lesson from a mobile media visual art curriculum entitled…
Descriptors: Cooperative Learning, Art Education, Visual Arts, Handheld Devices
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Clements, Ann – Action, Criticism, and Theory for Music Education, 2018
The term postdigital has been used by various disciplines to draw attention to the changing relationship between digital technology and human social and artistic practices. This article explores multiple definitions of the term postdigital from the disciplines of music, visual art and design, architecture, business, marketing, media and film…
Descriptors: Music Education, Electronic Learning, Definitions, Music
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Patton, Ryan M.; Buffington, Melanie L. – Arts Education Policy Review, 2016
This article addresses the standards of technology in the visual arts, arguing the standards function as de facto policy, the guidelines that shape what teachers teach. In this study, we investigate how art education standards approach technology as a teaching tool and artmaking medium, analyzing the current National Visual Arts Standards, the…
Descriptors: Art Education, Technology Uses in Education, Standards, Visual Arts
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Taylor, Pamela G. – Art Education, 2014
A software tool is created with the hope of providing a journey into a connective, relevant, and meaningful way of knowing in and through the study of art. In this article, the author describes a research project that resulted from unfettered imagining and visualizing of what could be. The progress of this research is documented, along with the…
Descriptors: Computer Software, Art Education, Visual Arts, Performance Based Assessment
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Newhouse, C. Paul – Assessment in Education: Principles, Policy & Practice, 2014
This paper presents the findings of the first phase of a three-year study investigating the efficacy of the digitisation of creative practical work as digital portfolios for the purposes of high-stakes summative assessment. At the same time the paired comparisons method of scoring was tried as an alternative to analytical rubric-based marking…
Descriptors: Foreign Countries, Summative Evaluation, Portfolio Assessment, Electronic Publishing
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Wilks, Judith; Cutcher, Alexandra; Wilks, Susan – Studies in Art Education: A Journal of Issues and Research in Art Education, 2012
This article scrutinizes the dichotomy of the uneasy and easy partnerships that exist between digital technology and visual arts education. The claim that by putting computers into schools "we have bought 'one half of a product'... we've bought the infrastructure and the equipment but we haven't bought the educational…
Descriptors: Visual Arts, Art Education, Computer Uses in Education, Internet
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Sheridan, Kimberly M. – Mind, Brain, and Education, 2011
The Studio Thinking Framework (STF) focuses on habits of mind taught through studio arts rather than disciplinary content or media-specific techniques. It is well suited to integrate studies of arts learning and teaching in a range of contexts, and it provides a framework for understanding how visual arts participation is dramatically changing…
Descriptors: Visual Arts, Art Education, Studio Art, Internet
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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
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Perge, Erika – Acta Didactica Napocensia, 2008
Education is an active process in which instructors apply various devices to make the material to be taught more suitable for students' perception. As the capabilities of available devices improve, so should the methods of teaching make the best use of them. No tool can ever replace an instructor, but tools can enhance the efficiency of…
Descriptors: Computer Software, Computer Uses in Education, Audiovisual Instruction, Teaching Methods
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