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Putting It All Together: STEAM, PBL, Scientific Method, and the Studio Habits of Mind
1 references·4 citing·18 second hop
Putting It All Together: STEAM, PBL, Scientific Method, and the Studio Habits of Mind (2016)Putting It All Together: STEAM, PBL, Scie…Studio Thinking: The Real Benefits of Visual Arts Education (2007)Studio Thinking: The Real Ben…Creative Inquiry in Graphic Design: Studio Habits in an Integrated Arts Project (2021)Creative Inquiry in Graphic D…Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evaluation (2020)Using an iSTEAM project-based…Integrating the Arts and STEM for Gifted Learners (2018)Integrating the Arts and STEM…Co-Measure: developing an assessment for student collaboration in STEAM activities (2017)Co-Measure: developing an ass…The Measurement of Observer Agreement for Categorical Data (1977)Qualitative Inquiry and Research Design: Choosing Among Five Approaches (2015)Qualitative Inquiry and Research Design : Choosing Among Five Approaches (2017)Models and modelling for authentic STEM education: reinforcing the argument (2019)STEAM in education: a bibliometric analysis of performance and co-words in Web of Science (2021)Guidelines, criteria, and rules of thumb for evaluating normed and standardized assessment instruments in psychology. (1994)Transdisciplinarity and Art Integration: Toward a New Understanding of Art-Based Learning across the Curriculum (2014)Teachers’ Perceptions and Practices of STEAM Education in South Korea (2016)Assessing creative productivity (2019)Frames of Mind: The Theory of Multiple Intelligences (1984)Design Experiments: Theoretical and Methodological Challenges in Creating Complex Interventions in Classroom Settings (1992)Design Research: Theoretical and Methodological Issues (2004)Dilemmas in a general theory of planning (1973)The Reflective Practitioner: How Professionals Think in Action (1986)Using thematic analysis in psychology (2006)A Place for Art and Design Education in the STEM Conversation (2012)STEAM in practice and research: An integrative literature review (2018)At the dawn of science, technology, engineering, arts, and mathematics (STEAM) education: prospects, priorities, processes, and problems (2021)
this work references cited by second hop

References

  • 2007Studio Thinking: The Real Benefits of Visual Arts Education649 cited

Cited by

  • 2017Co-Measure: developing an assessment for student collaboration in STEAM activities159 cited
  • 2020Using an iSTEAM project-based learning model for technology senior high school students: Design, development, and evaluation59 cited
  • 2018Integrating the Arts and STEM for Gifted Learners21 cited
  • 2021Creative Inquiry in Graphic Design: Studio Habits in an Integrated Arts Project4 cited

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