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1. Professional Learning Community (PLC) in STEAM Education: A Hands-On Workshops Sample

2. STEAM Learning Implementation in Makassar: SWOT Analysis

3. The Future of Virtual Reality and Education

4. Social Studies and Love of Art: Students and Teachers Enlighten the Connections

5. The ARTificial Revolution: Challenges for Redefining Art Education in the Paradigm of Generative Artificial Intelligence

6. Multimodal Adult Learning through Arts-Based Organisations

7. When People Still Had Enough Time to Live Education of Girls from Hungarian Aristocratic Families, from the 1860s Until 1947

8. Burdening or Boosting Thematic Subjects: Students' Team-Assisted Individualization Learning Model

9. Efforts to Preserve Traditional Music through Social Knowledge Subjects

10. A Comparison of Online and Face-to-Face Professional Development for Increasing the Art and Science Content Knowledge of Novice and Experienced Elementary Science Teachers

11. STEAM Learning as a Base for Developing Communication Skills in Inclusive Schools

12. Transdisciplinary Inquiry That Elevates the Arts? Insights from a Data-Visualization Pilot Project

13. Constructing Educational Criticism: Methodological Considerations, Procedures, and Evaluative Criteria

14. Drama in STEAM Education: Possible Approaches and Connections to Drama-Based Activities in STEAM Education

15. Anxiety Scale for Parents of Gifted Children (ASPGC): Validity and Reliability Study

16. The Mental Imagery Scale for Art Students: Building and Validating a Short Form

17. STEAM Education with Gamification: A Bibliometric Analysis

18. Beyond the Acronym: Interconnections of STEAM, the Humanities, and Digital Citizenship

19. Developing Talent Not Privilege: An Exploration of the Vulnerable-Resilient Vessel within the Everyday 'Student Journey' at an English Arts University

20. The Study of Components Technology Leadership of Teachers in Public Art Education Management Take Nanning, Guangxi

21. Preparing Our Students for the Professional World: Integrating Thematic Assignments and Teamwork into the Art History Survey Course Design

22. The Historical Development and Literacy of Jiarong Tibetan Embroidery in Education

23. Collaborative Aesthetic Experiences and Teacher Learners: Arts-Practice Research in a Teacher Education Classroom

24. Anonymous Modern Design Education in Western China: A Case Study

25. Fostering Peer Evaluation and Cognitive, Affective, and Psychomotor (CAP) Domains in School Level Science Education: A Critical Reflection on the STEAM Approach

26. Critical Thinking Dispositions of Undergraduate Art Education and History Students

27. Digital Innovation in Anhui Phoenix Painting Art: Transforming Educational Literacy in the New Era

28. Supports and Barriers to Experiential Learning Participation in Arts Higher Education

29. Paper Circuit Project-Based Steam Learning to Enhance Student Understanding and Creativity

30. Developing a Knowledge Map for the Early Childhood STEAM Education: A Visual Analysis Using CiteSpace and HistCite

31. Exploring Transdisciplinary, Technology-Assisted, and Architectural Modelling STEAM Practices through a Cultural Lens

32. Traditional Textile Printing between Spontaneity and Planning: A Study of Creative Practice

33. Improving the Uptake of Arts Education for Student Wellbeing: A Collaborative Autoethnography That Highlights Potential Areas of Focus

34. Analysis of Mathematics Education from a STEAM Approach at Secondary and Pre-Universitary Educational Levels: A Systematic Review

35. Belonging in Remote Higher Education Classrooms: The Dynamic Interaction of Intensive Modes of Learning and Arts-Based Pedagogies

36. Out-Of-School Education in Belarus

37. Developing Students' Chemical Literacy through the Integration of Dilemma Stories into a STEAM Project on Petroleum Topic

38. Exploring Social Justice through Art in a Community Health Nursing Course

39. Use of Artificial Intelligence and Augmented Reality Tools in Art Education Course

40. Vocal Techniques Literacy in Huai Opera for School-Based Education in Shanghai Municipality, China

41. STEAM Learning Environment on Gamification System to Promote Innovators: A Bibliometric Analysis and Systematic Review

42. Effectiveness of Project-Based Learning on STEAM-Based Student's Worksheet Analysis with Ecoprint Technique

43. Illustrating Thoughts & Feelings: Student-Produced Political Cartoons about Israel

44. Mathematics Module Based on STEAM and Quranic Approach: A Study for Student's Perception

45. Exploring the Educational Potential of Immersive New Media Art in Urban Commercial Spaces in Dalian City, Liaoning Province, China

46. Evaluation of STEM-Aligned Teaching Practices for Gifted Mathematics Teachers

47. Fifty Years on -- Limitations and Opportunities within Ireland's Higher Education System and Structures

48. Relationships among Students' Hands-On Making Self-Efficacy, Incremental Belief of Intelligence, Help-Seeking Attitudes, and Continuance Intention to Participate in a STEAM Contest

49. Moving from Second Sight to Critical Consciousness Building: Using Social Justice Youth Development and Youth Participatory Action Research to Promote Praxis in Out-of-School Time

50. Integrating Reading and Writing with STEAM/STEM: A Systematic Review on STREAM Education

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