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Soyupak, Ozan – Design and Technology Education, 2021
Design Sprint is an intensive and innovation-focused framework based on Design Thinking principles. This study discusses the potential usage of the design sprint framework in industrial design education, and focuses on its strengths and weaknesses as an educational tool. Within this context, the study reports on a design sprint workshop involving…
Descriptors: Design, Industrial Arts, Technology Education, Workshops
Flint, Maureen A.; Toledo, Whitney – Review of Higher Education, 2021
This article explores the landscape of artful research in higher education through a critical qualitative content analysis of articles published in 41 higher education journals between 2000 and 2020. An analysis of 218 articles published over a 20-year period found (a) a steady increase in artful approaches to inquiry over time, across all tiers…
Descriptors: Educational Research, Higher Education, Inquiry, Research Methodology
Martosenjoyo, Triyatni – Education Quarterly Reviews, 2021
Online learning, also known as e-learning, is the result of the evolution of distance learning that has developed following technological developments, especially information technology. Before the pandemic, online learning was only one alternative that enriched the learning process. Various courses are implemented by combining offline and online…
Descriptors: Architectural Education, COVID-19, Pandemics, Electronic Learning
Ipek, Jale; Çerçi, Sevinç Ilgün; Zabzun, Gözde – Open Journal for Educational Research, 2021
In the 21st century we live in, technology is developing rapidly. Inevitably, the technologies used in almost every area of daily life will also reflect in the field of education. Educational technologies, which enable students to grasp abstract concepts more easily and facilitate the teaching process for teachers, have increased their impact in…
Descriptors: Educational Technology, Technology Uses in Education, Computer Software, Mathematics Instruction
Williams, Kristin S. – Qualitative Research Journal, 2021
Purpose: Ficto-feminism is offered here as a creative method for feminist historical inquiry in management and organizational studies (MOSs). Design/methodology/approach: This paper introduces a new method called ficto-feminism. Using feminist polemics as a starting point, ficto-feminism fuses aspects of collective biography with the emic…
Descriptors: Theater Arts, Feminism, History, Biographies
Alawad, Abeer – International Journal of Art & Design Education, 2021
The COVID-19 pandemic has led most countries to adopt precautionary isolation measures to prevent the spread of the virus. In this context, teaching through online studios has become a necessity. This study aimed to identify students' practical experiences in fully online interior design studios and determine whether these experiences differ…
Descriptors: Online Courses, Interior Design, Studio Art, Student Experience
Horrace, Rebecca – International Journal of the Whole Child, 2021
The purpose of this article is to explore the relationship between technology integration and play from a whole child perspective, specifically through online play groups. As play continues to decline and vanish from our schools completely, the author believes we must reexamine the countless benefits of play across STREAM education. With current…
Descriptors: STEM Education, Art Education, Technology Integration, Play
Dubek, Michelle; DeLuca, Christopher; Rickey, Nathan – Journal of Educational Research, 2021
While integrated STEAM education has been shown to support the cultivation of critical global competencies, teachers have identified classroom assessment as a key barrier to facilitating integrated learning. This research investigated how exemplary teachers navigated classroom assessment challenges and practices within integrated STEAM education…
Descriptors: STEM Education, Art Education, Student Evaluation, Planning
Gao, Min – Science Insights Education Frontiers, 2021
Chinese traditional art education plays a unique role in transmitting traditional culture and in developing social civilization but is limited by the monotony of the teaching model structure, its inflexibility in learning time and space, constraints in the teaching scale, and lack of immersive experience. This article discusses the application of…
Descriptors: Art Education, Asian Culture, Computer Simulation, Teaching Methods
Kanat, Sevtap – International Education Studies, 2021
The coronavirus emerging in China has rapidly become a global epidemic. Many sanctions come to the fore to prevent the spread of the epidemic. One of them is that people stay at home and do not leave the house unless it is necessary. This necessity has affected the education system as in all areas of life. Universities have switched to the…
Descriptors: Graphic Arts, Student Attitudes, College Students, Anxiety
Bassey, Archibong Bassey; Akpan, Roseline Williams – African Educational Research Journal, 2021
The paper examined the state-of-the-art in teaching Fine and Applied Arts in the Colleges of Education in Nigeria. Views and studies by experts and cooperate bodies were analysed. The concepts of Fine and Applied Arts, e-technology use, impacts and influence of technology as well as the state of the art in the instructions of Fine and Applied Arts…
Descriptors: Foreign Countries, Art Education, Schools of Education, Technology Uses in Education
Clumpner, Justin – Art Education, 2021
Designing an art curriculum that emphasizes authentic artmaking, empowers students, and elevates their voices--requires rethinking the way that art educators teach. Art educators must develop curriculum and instruction that embodies three key concepts: (1) inspire student thought; (2) assess students in ways that encourage artistic growth beyond…
Descriptors: Secondary School Students, Student Evaluation, Classroom Environment, Student Centered Learning
Hong, Jon-Chao; Hwang, Ming-Yueh; Tsai, Chi-Ruei – International Journal of Science and Mathematics Education, 2021
In science, technology, engineering, arts, and mathematics (STEAM), hands-on making is the interplay of the sensuous forces of object-free and object-related intelligence transcendence in the continual process of quality improvement. The present research involved the design of a STEAM contest that focuses on having students use hand tools to…
Descriptors: STEM Education, Art Education, Hands on Science, Competition
Simonson, Noah; Timmermans, Karren M. – Reading Teacher, 2021
Comics Academy is an after-school S.T.E.A.M. club in which students learn the history of comics, comic book formatting, the basics of drawing and perspective and, most important, how to collaborate to bring their stories to life through comics.
Descriptors: Cartoons, Art Education, STEM Education, After School Programs
Brownell, Cassie J. – Teachers College Record, 2021
Background/Context: Educators have considered how Minecraft supports language and literacy practices in the game and in the spaces and circumstances immediately surrounding gameplay. However, it is still necessary to develop additional conceptualizations of how children and youth's online and offline worlds and experiences are blurred by and…
Descriptors: Grade 4, Elementary School Students, Writing Assignments, English Instruction

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