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Everything We Currently Know about Making Visitor-Friendly Mechanical Interactive Exhibits.
0 references·4 citing·24 second hopsampled
Everything We Currently Know about Making Visitor-Friendly Mechanical Interactive Exhibits. (1999)Everything We Currently Know about Making…Designing visible engineering (2015)Designing visible engineeringPotentials and Challenges of Mobile Media in Museums (2007)Potentials and Challenges of …Interactivity: Moving Beyond Terminology (2004)Interactivity: Moving Beyond …Designs for learning: Studying science museum exhibits that do more than entertain (2004)Designs for learning: Studyin…Grounding in communication. (1991)The psychology of curiosity: A review and reinterpretation. (1994)The Work of Art in the Age of Mechanical Reproduction (2007)Harnessing Technology for Promoting Undergraduate Art Education: A Novel Model that Streamlines Learning between Classroom, Museum, and Home (2014)Virtual Reality in Museums: Exploring the Experiences of Museum Professionals (2020)Interpersonalizing Intimate Museum Experiences (2021)The Behavior of Family Groups in Science Museums (1986)The long‐term impact of interactive exhibits (1991)Families Are Learning in Science Museums (1996)The Loupe: Tangible Augmented Reality For Learning To Look At Ancient Greek Art (2016)The MUSETECH Model (2019)The impact of interactive technologies on the social experience: An empirical study in a cultural tourism context (2020)Guiding Principles for Fostering Productive Disciplinary Engagement: Explaining an Emergent Argument in a Community of Learners Classroom (2002)DeFT: A conceptual framework for considering learning with multiple representations (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)SynFlo (2016)Human-Computer Interactions in Museums (2019)Human-Computer Interactions in Museums (2019)Experiential Learning : Experience as the Source of Learning and Development (1983)Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)Learning Through STEM-Rich Tinkering: Findings From a Jointly Negotiated Research Project Taken Up in Practice (2014)Gender Gap in Science, Technology, Engineering, and Mathematics (STEM): Current Knowledge, Implications for Practice, Policy, and Future Directions (2016)The Organization of Informal Learning (2016)
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  • 2004Designs for learning: Studying science museum exhibits that do more than entertain453 cited
  • 2004Interactivity: Moving Beyond Terminology44 cited
  • 2015Designing visible engineering33 cited
  • 2007Potentials and Challenges of Mobile Media in Museums22 cited

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