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From STEM to STEAM: Students’ Beliefs About the Use of Their Creativity
6 references·1 citing·27 second hop
From STEM to STEAM: Students’ Beliefs About the Use of Their Creativity (2016)From STEM to STEAM: Students’ Beliefs Abo…Virtual Reality Data Visualization for Team-Based STEAM Education: Tools, Methods, and Lessons Learned (2013)Virtual Reality Data Visualiz…Rethinking STEM Education: An Interdisciplinary STEAM Curriculum (2013)Rethinking STEM Education: An…Full STEAM Ahead: The Benefits of Integrating the Arts Into STEM (2013)Full STEAM Ahead: The Benefit…Artistic Representation: Promoting Student Creativity and Self-Reflection (2011)Artistic Representation: Prom…Surrounded by science : learning science in informal environments (2010)Surrounded by science : learn…Changing conceptions of educational creativity: a study of student teachers’ experience of musical creativity (2008)Changing conceptions of educa…The effect of STEAM education with tales on problem solving and creativity skills (2022)The effect of STEAM education…Qualitative Analysis for Social Scientists (1987)Qualitative research & evaluation methods (2002)Case Study Research (2004)Estonian child protection workers’ assessment perspectives: The need for competence and confidence (2015)Child protection workers’ understanding of the meaning and value of self-reflection in Estonia (2019)Assessing and Accessing Creativity: An Integrative Review of Theory, Research, and Development (1995)The effectiveness of creativity training: A quantitative review (2004)Rethinking Giftedness and Gifted Education (2011)STEAM Learning in Early Childhood Education: A Literature Review (2020)Understanding K-12 STEM Education: a Framework for Developing STEM Literacy (2020)The Cultural study of music: a critical introduction (2003)Creativity in Schools (2005)Music, informal learning and the school: a new classroom pedagogy (2009)The roles and development needs of teachers to promote creativity: A systematic review of literature (2014)Teacher implicit beliefs of creativity: Is there an arts bias? (2018)Artistic collaboration in designing VR visualizations (2005)Escape Room Design as a Game-Based Learning Process for STEAM Education (2019)The Effect of STEM Application on Learning History and Culture based on Photo-Documents in Museums (2022)Qualitative research and evaluation methods (1980)Research Methods, Design, and Analysis (2010)The Case for STEM Education: Challenges and Opportunities (2013)Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course (2018)STEM vs. STEAM Education and Student Creativity: A Systematic Literature Review (2021)The trouble with STEAM and why we use it anyway (2021)Longitudinal analysis of the relations between opportunities to learn about science and the development of interests related to science (2012)Equity in informal science education: developing an access and equity framework for science museums and science centres (2014)High School Students’ Perceptions of the Effects of International Science Olympiad on Their STEM Career Aspirations and Twenty-First Century Skill Development (2014)
this work references cited by second hop

References

  • 2013Full STEAM Ahead: The Benefits of Integrating the Arts Into STEM404 cited
  • 2010Surrounded by science : learning science in informal environments266 cited
  • 2013Rethinking STEM Education: An Interdisciplinary STEAM Curriculum230 cited
  • 2008Changing conceptions of educational creativity: a study of student teachers’ experience of musical creativity43 cited
  • 2013Virtual Reality Data Visualization for Team-Based STEAM Education: Tools, Methods, and Lessons Learned26 cited
  • 2011Artistic Representation: Promoting Student Creativity and Self-Reflection22 cited

Cited by

  • 2022The effect of STEAM education with tales on problem solving and creativity skills61 cited

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