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Full-Text Articles in Education

Classdojo And The Effects Of Gamification On Student Engagement Within The Third-Grade Art Classroom: An Action Research Study, Amanda Wrenn Brown Oct 2021

Classdojo And The Effects Of Gamification On Student Engagement Within The Third-Grade Art Classroom: An Action Research Study, Amanda Wrenn Brown

Theses and Dissertations

The purpose of this action research was to evaluate the impact of technology integrated gamification strategies on third-grade students’ engagement in an art classroom at an elementary school with a Science, Technology, Engineering, Art, and Math (STEAM) based curriculum. To increase student engagement, educators and evaluators not only need to understand how engagement has been defined, but also how to assess the options for measuring it. Appropriate use of technology and gamification in classrooms may increase aspects of student engagement, evidenced by taking initiative and responsibility for learning, using resources wisely, and having an interest and desire to pursue information …


Steam Vs. Stem: A Study And Program Proposal For Monticello, Micaela Deogracias May 2019

Steam Vs. Stem: A Study And Program Proposal For Monticello, Micaela Deogracias

Honors Projects

STEM (science, technology, engineering, and mathematics) and art programs have long been struggling for dominance in the education system. This fight overshadows the fact there are synergistic educative capabilities when these two schools of thought are combined, allowing scientific and artistic persons to work in tandem and be exposed to a wider variety of problem-solving options and opinions. This study aims to focus on museum education practices specifically and how implementing STEAM programs (science, technology, engineering, arts, and mathematics) versus STEM could raise the perceived value of arts in society, as well as create a more enriching educational experience by …


Steam Education In Ontario, Canada: A Case Study On The Curriculum And Instructional Models Of Four K-8 Steam Programs, Marja G. Bertrand Apr 2019

Steam Education In Ontario, Canada: A Case Study On The Curriculum And Instructional Models Of Four K-8 Steam Programs, Marja G. Bertrand

Electronic Thesis and Dissertation Repository

STEM (Science, Technology, Engineering, and Mathematics) learning and project-based learning are important educational initiatives in North America. However, it is important to consider whether current STEM educational practices are sufficient to prepare students for the world they are to live and work in. This prompts discussions about STEAM (Science, Technology, Engineering, Arts and Mathematics) which is shifting educational paradigms towards art integration in STEM subjects. This study investigates the STEAM education reform movement in Canada to better understand the STEAM curriculum and instructional programs offered by non-profit organizations and publicly funded schools. This research study addresses the following major questions: …


Impact Of A Steam Lab On Science Achievement And Attitudes For Girls, Barbara Cifaldi Jan 2018

Impact Of A Steam Lab On Science Achievement And Attitudes For Girls, Barbara Cifaldi

Theses and Dissertations

This research identifies a problem of practice with standardized science test scores declining over the last eight years. The Sea Turtle Elementary School for the Creative Arts (STESCA; pseudonym) schedule allowed 150 minutes per week for science instruction, compared with 450 minutes per week for mathematics instruction. Science instruction has been implemented primarily through direct instruction and the use of textbooks and videos. In addition to the limited instructional time for science and predominant use of direct instructional methods, there is a lack of racially diverse and female role models evident in the curriculum. With STESCA’s standardized science test scores …


Steam Curriculum: Arts Education As An Integral Part Of Interdisciplinary Learning, Taryn Tenaglia Jul 2017

Steam Curriculum: Arts Education As An Integral Part Of Interdisciplinary Learning, Taryn Tenaglia

Graduate Education Student Scholarship

This research project contains an extensive exploration of a STEAM (Science, Technology, Engineering, Art, and Math) approach to curriculum and instruction. STEAM is continually growing as an educational model in transition from the STEM educational (Science, Technology, Engineering, and Math) model. The research is a response to a two-fold problem in education: a lack of preparation for future leaders in careers that require innovative-thinking and a need for advocacy for the arts in public education. The literature review provides an expansive look at the present information available on STEAM frameworks, programs, curricula design, and teaching practices. Four emergent themes are …


The Art Of Science: An Integrative Curriculum, Lisa Kay Dorsing Jan 2000

The Art Of Science: An Integrative Curriculum, Lisa Kay Dorsing

All Graduate Projects

This project shows the development of an integrated, interdisciplinary curriculum which combines the visual arts with the physical, life and health sciences at the sixth grade level. The integrated curriculum sample identifies and aligns with the Essential Academic Learning Requirements of Washington state. In addition, the sample lessons maintain the integrity of both art and science, the two subjects being integrated, demonstrating how integration can take place while allowing both subjects to maintain their value as individual disciplines. The review of literature gives background on issues revolving around integration in general, as well as integration involving the arts.