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Designing visible engineering
13 references·13 citing·57 second hopsampled
Designing visible engineering (2015)Designing visible engineeringUsing augmented reality and knowledge-building scaffolds to improve learning in a science museum (2012)Using augmented reality and k…Multi-touch tables and the relationship with collaborative classroom pedagogies: A synthetic review (2011)Multi-touch tables and the re…Fish Swim, Rocks Sit, and Lungs Breathe: Expert-Novice Understanding of Complex Systems (2007)Fish Swim, Rocks Sit, and Lun…Exhibiting Performance: Co‐participation in science centres and museums (2007)Exhibiting Performance: Co‐pa…Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Why Minimal Guidance During I…DeFT: A conceptual framework for considering learning with multiple representations (2006)DeFT: A conceptual framework …An Identity‐Centered Approach to Understanding Museum Learning (2006)An Identity‐Centered Approach…Designs for learning: Studying science museum exhibits that do more than entertain (2004)Designs for learning: Studyin…Guiding Principles for Fostering Productive Disciplinary Engagement: Explaining an Emergent Argument in a Community of Learners Classroom (2002)Guiding Principles for Foster…Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)Exhibiting Interaction: Condu…Everything We Currently Know about Making Visitor-Friendly Mechanical Interactive Exhibits. (1999)Everything We Currently Know …Problem Solving as a Basis for Reform in Curriculum and Instruction: The Case of Mathematics (1996)Problem Solving as a Basis fo…What Do School Children Do at a Science Center? (1985)What Do School Children Do at…Development of an Interactive, Game-Based Nuclear Science Museum Exhibit on Probabilistic Risk Assessment (2024)Development of an Interactive…Joint Choice Time: A Metric for Better Understanding Collaboration in Interactive Museum Exhibits (2023)Joint Choice Time: A Metric f…SCAMP: an analytical framework for examining flexible social playfulness around interactive museum exhibits (2022)SCAMP: an analytical framewor…A Review of Augmented Reality for Informal Science Learning: Supporting Design of Intergenerational Group Learning (2022)A Review of Augmented Reality…Uncovering Patterns in Constructionist Collaborative Learning Activities via Cluster Analysis of Museum Exhibit Log Files (2020)Uncovering Patterns in Constr…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…What are visitors up to? (2017)What are visitors up to?The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit (2017)The value of learning talk: a…Looking Inside the Wires (2017)Looking Inside the WiresDCLM framework: understanding collaboration in open-ended tabletop learning environments (2017)DCLM framework: understanding…SynFlo (2016)SynFloModeling Visitor Behavior in a Game-Based Engineering Museum Exhibit with Hidden Markov Models. (2016)Modeling Visitor Behavior in …Categorization and Representation of Physics Problems by Experts and Novices* (1981)National Science Education Standards (1995)How people learn (2000)Developing a multi‐year learning progression for carbon cycling in socio‐ecological systems (2009)STEM integration in K-12 education : status, prospects, and an agenda for research (2014)Drawing-to-Learn: A Framework for Using Drawings to Promote Model-Based Reasoning in Biology (2015)The magical number seven, plus or minus two: Some limits on our capacity for processing information. 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(1990)Investigating public science interest and understanding: evidence for the importance of free-choice learning (2007)Zoo experiences: conversations, connections, and concern for animals (2008)Out-of-School Time Science Activities and Their Association with Career Interest in STEM (2011)The Presentation of Self in Everyday Life (2023)Situated Cognition and the Culture of Learning (1989)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)On Two Metaphors for Learning and the Dangers of Choosing Just One (1998)What Makes Professional Development Effective? Results From a National Sample of Teachers (2001)The Presentation of Self in Everyday Life. (1956)Handbook of Qualitative Research (1994)Tourism and mobile technology (2003)Re-space-ing place (2006)Learning science in informal environments : people, places, and pursuits (2009)Distinction: A Social Critique of the Judgement of Taste* (2018)National Council of Teachers of Mathematics (1979)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)An Introduction to Discourse Analysis: Theory and Method (1999)When Smart Groups Fail (2003)Orchestrating Productive Mathematical Discussions: Five Practices for Helping Teachers Move Beyond Show and Tell (2008)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Knowledge Building (2005)Learning Science in Informal Environments: People, Places, and Pursuits (2009)Value of augmented reality at cultural heritage sites: A stakeholder approach (2017)Transdisciplinarity in STEM education: a critical review (2020)A critical evaluation, challenges, and future perspectives of using artificial intelligence and emerging technologies in smart classrooms (2023)Restructuring the Classroom: Conditions for Productive Small Groups (1994)Making cooperative learning work (1999)Oversold and Underused (2009)Multi‐touch tables and collaborative learning (2011)Collaborative learning with multi-touch technology: Developing adaptive expertise (2012)Learning from International Experiences with Interactive Whiteboards (2013)THE ROLE OF TUTORING IN PROBLEM SOLVING * (1976)Cognitive Load During Problem Solving: Effects on Learning (1988)Cognitive Architecture and Instructional Design (1998)Cognitive load theory, educational research, and instructional design: some food for thought (2009)Drawing to Learn in Science (2011)Motivating Children to Learn Effectively: Exploring the Value of Intrinsic Integration in Educational Games (2011)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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References

  • 2006Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching7,181 cited
  • 2006DeFT: A conceptual framework for considering learning with multiple representations1,779 cited
  • 2002Guiding Principles for Fostering Productive Disciplinary Engagement: Explaining an Emergent Argument in a Community of Learners Classroom1,211 cited
  • 1996Problem Solving as a Basis for Reform in Curriculum and Instruction: The Case of Mathematics643 cited
  • 2007Fish Swim, Rocks Sit, and Lungs Breathe: Expert-Novice Understanding of Complex Systems485 cited
  • 2004Designs for learning: Studying science museum exhibits that do more than entertain453 cited
  • 2001Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries323 cited
  • 2006An Identity‐Centered Approach to Understanding Museum Learning294 cited
  • 2012Using augmented reality and knowledge-building scaffolds to improve learning in a science museum234 cited
  • 2011Multi-touch tables and the relationship with collaborative classroom pedagogies: A synthetic review118 cited
  • 2007Exhibiting Performance: Co‐participation in science centres and museums67 cited
  • 1985What Do School Children Do at a Science Center?28 cited
  • 1999Everything We Currently Know about Making Visitor-Friendly Mechanical Interactive Exhibits.12 cited

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Cited by

  • 2019Human-Computer Interactions in Museums76 cited
  • 2016SynFlo62 cited
  • 2019Human-Computer Interactions in Museums56 cited
  • 2017The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit49 cited
  • 2017DCLM framework: understanding collaboration in open-ended tabletop learning environments49 cited
  • 2017Looking Inside the Wires45 cited
  • 2022A Review of Augmented Reality for Informal Science Learning: Supporting Design of Intergenerational Group Learning31 cited
  • 2016Modeling Visitor Behavior in a Game-Based Engineering Museum Exhibit with Hidden Markov Models.10 cited
  • 2022SCAMP: an analytical framework for examining flexible social playfulness around interactive museum exhibits6 cited
  • 2020Uncovering Patterns in Constructionist Collaborative Learning Activities via Cluster Analysis of Museum Exhibit Log Files5 cited
  • 2017What are visitors up to?4 cited
  • 2024Development of an Interactive, Game-Based Nuclear Science Museum Exhibit on Probabilistic Risk Assessment1 cited
  • 2023Joint Choice Time: A Metric for Better Understanding Collaboration in Interactive Museum Exhibits1 cited