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Ütkür Güllühan, Nur; Özden, Gökhan; Bekiroglu, Derya – Elementary School Forum (Mimbar Sekolah Dasar), 2022
An educational museum is an active learning environment created for students' participation (art, music, and drama) to learn by doing and experiencing, and didactic knowledge. This research seeks to determine the effect of the Storyline Method on students' perceptions and interpretations of historical artifacts through museum education. This…
Descriptors: Museums, Teaching Methods, Active Learning, Experiential Learning
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Buono, Alexia; Burnidge, Anne – Journal of Dance Education, 2022
This article describes dance/STEAM-based educational workshops for 3rd and 4th graders at a local science museum led by the artistic director and members of a professional dance company and supported by a large university research community. The overarching pedagogical goal was to use dance to learn about science and science to learn about dance.…
Descriptors: Dance Education, Interdisciplinary Approach, STEM Education, Art Education
Yagcioglu, Ozlem – Online Submission, 2022
Learning and teaching second language skills requires many different techniques and approaches. In the modern world, students have many opportunities to learn many different languages with the help of technology and with the help of many different modern and traditional approaches. Embodied cognition approach plays a great role in second language…
Descriptors: Schemata (Cognition), Second Language Learning, Second Language Instruction, Class Activities
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Hus, Vlasta; Hegediš, Polona Jancic – NORDSCI, 2022
Cultural heritage is recognized as a strategic resource and an important investment in social and cultural capital. As an important part of any nation's identity, the preservation of cultural heritage must be encouraged from the youngest age. This article presents the empirical research conducted among Slovenian primary school teachers at the…
Descriptors: Foreign Countries, Elementary School Teachers, Heritage Education, Cultural Education
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Ovigli, Daniel Fernando Bovolenta; Colombo, Pedro Donizete, Jr. – International Journal of Education and Development using Information and Communication Technology, 2020
The last forty years have seen significant growth in the area of research in science education in Brazil. Faced with the volume of academic output, studies that present a descriptive character are necessary. However, "states of knowledge surveys" are still rarely found in the field of science education. In this context, the objective of…
Descriptors: Foreign Countries, Science Education, Museums, Educational Technology
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Viggiano, Greg; Davis, Hilarie; Ng, Carolyn; Sweeney, Mandy – Journal of Computers in Mathematics and Science Teaching, 2020
The informal learning environment of the Museum of Science Fiction's "Escape Velocity" event offers an integration of science and science fiction in a variety of activities, talks, events, exhibits, and panels to further attendees' interest. This study examined the efficacy of this event as a learning experience through a survey of…
Descriptors: Museums, Science Fiction, Informal Education, STEM Education
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Godec, Spela – British Journal of Sociology of Education, 2020
Research has highlighted that engagement with science is highly gendered and that the masculinised culture of science makes it difficult for many girls/women to engage. Meanwhile, a growing body of research has explored the potential of out-of-school spaces to provide more equitable engagement opportunities. In this paper, I examine engagement…
Descriptors: Gender Differences, Science Activities, Working Class, Gender Issues
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Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Developmental Psychology, 2020
Science, technology, engineering, and math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of the life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
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Burgard, Karen L. B. – Kappa Delta Pi Record, 2020
For students to understand the narratives of heritage sites, teachers must equip them with the skills to question the public curriculum, engage with it, create meaning from it, and when needed, challenge it.
Descriptors: Museums, Field Trips, Curriculum Evaluation, Historic Sites
Bustamante, Andres S.; Schlesinger, Molly; Begolli, Kreshnik Nasi; Golinkoff, Roberta M.; Shahidi, Nabil; Zonji, Shekufeh; Riesen, Cristina; Evans, Natalie; Hirsh-Pasek, Kathy – Grantee Submission, 2020
Science, Technology, Engineering, and Math (STEM) focused language and interactions build a foundation for later STEM learning. This study examines the ability of a life-size math and science board game "Parkopolis" to foster STEM language and interaction in young children and their families. This study is part of a larger initiative…
Descriptors: STEM Education, Educational Games, Interaction, Family Involvement
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Chris Vicari – International Journal of Designs for Learning, 2020
The American Museum of Natural History (AMNH) in New York City implemented a science-based curriculum pairing augmented reality (AR) with a student-designed escape room experience to support astronomy learning. AR has the potential to simplify complex systems into digestible concepts. Designing an escape room experience provided students with an…
Descriptors: Student Empowerment, Design, Science Instruction, Computer Simulation
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Dalari, Aimilia – Australian Educational Computing, 2019
The wide dissemination of technology in museums is gradually establishing the need for a critical validation of its use in the process of sustaining the learning process. This paper examines the results of the use of a Virtual Reality application with the aim of teaching the subject of Arts Education to the pupils of the Fifth grade of Primary…
Descriptors: Art Education, Technology Uses in Education, Museums, Grade 5
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Sugiura, Atsushi; Kitama, Toshihiro; Toyoura, Masahiro; Mao, Xiaoyang – Anatomical Sciences Education, 2019
Human anatomical specimen museums are commonly used by medical, nursing, and paramedical students. Through dissection and prosection, the specimens housed in these museums allow students to appreciate the complex relationships of organs and structures in more detail than textbooks could provide. However, it may be difficult for students,…
Descriptors: Anatomy, Human Body, Museums, Medical Students
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Simpson, Amber; Anderson, Alice; Maltese, Adam V. – Journal of Science Education and Technology, 2019
A lot of attention has been given to the role failure plays in learning and innovation. Yet, we know little about the conditions necessary for the experience to result in positive outcomes. In this study, we sought to answer three research questions: (1) What is the relationship among attend, interpret, and respond when experiencing failures…
Descriptors: Youth, Science Teachers, Academic Failure, Correlation
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Mogali, Sreenivasulu Reddy; Vallabhajosyula, Ranganath; Ng, Chee Hon; Lim, Darren; Ang, Eng Tat; Abrahams, Peter – Anatomical Sciences Education, 2019
In the past, medical museums played a significant role in anatomy and pathology training. The attraction of medical museums has declined recently due to the emergence of information technology and innovative medical curricula. An innovative mobile learning platform has been developed using quick response (QR) codes for the museum specimens at the…
Descriptors: Museums, Medicine, Anatomy, Pathology
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