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Modeling Visitor Behavior in a Game-Based Engineering Museum Exhibit with Hidden Markov Models.
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Modeling Visitor Behavior in a Game-Based Engineering Museum Exhibit with Hidden Markov Models. (2016)Modeling Visitor Behavior in a Game-Based…Research to Practice: Observing Learning in Tinkering Activities (2015)Research to Practice: Observi…Designing visible engineering (2015)Designing visible engineeringLearning Through STEM-Rich Tinkering: Findings From a Jointly Negotiated Research Project Taken Up in Practice (2014)Learning Through STEM-Rich Ti…Scaffolding Informal Learning in Science Museums: How Much Is Too Much? (2013)Scaffolding Informal Learning…Facilitating family group inquiry at science museum exhibits (2009)Facilitating family group inq…Creating a Program to Deepen Family Inquiry at Interactive Science Exhibits (2009)Creating a Program to Deepen …Designs for learning: Studying science museum exhibits that do more than entertain (2004)Designs for learning: Studyin…Cognitive requirements for learning with open-ended learning environments (2000)Cognitive requirements for le…Joint Choice Time: A Metric for Better Understanding Collaboration in Interactive Museum Exhibits (2023)Joint Choice Time: A Metric f…Uncovering Patterns in Constructionist Collaborative Learning Activities via Cluster Analysis of Museum Exhibit Log Files (2020)Uncovering Patterns in Constr…What are visitors up to? (2017)What are visitors up to?Experience and Education (1986)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)The Organization of Informal Learning (2016)Making sense of “STEM education” in K-12 contexts (2018)Parenting for a Digital Future (2020)Interaction Analysis: Foundations and Practice (1995)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning Science in Informal Environments: People, Places, and Pursuits (2009)Understanding and Engagement in Places of Science Experience: Science Museums, Science Centers, Zoos, and Aquariums (2014)Online Citizen Science: A Systematic Review of Effects on Learning and Scientific Literacy (2020)A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)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)The reflective practitioner: How professionals think in action (1984)The Reflective Practitioner: How Professionals Think in Action (1985)Situated Cognition and the Culture of Learning (1989)Scaffolding students’ problem-solving processes in an ill-structured task using question prompts and peer interactions (2003)Design-based research and technology-enhanced learning environments (2005)Scaffolding Self-regulated Learning and Metacognition – Implications for the Design of Computer-based Scaffolds (2005)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Self-explanations: How students study and use examples in learning to solve problems (1989)National Science Education Standards (1995)Deepening Students' Scientific Inquiry Skills During a Science Museum Field Trip (2011)Thought and language (1962)The Measurement of Observer Agreement for Categorical Data (1977)Exploration, Explanation, and Parent–Child Interaction in Museums (2020)Mind in Society: The Development of Higher Psychological Processes (1978)School Engagement: Potential of the Concept, State of the Evidence (2004)The Four-Phase Model of Interest Development (2006)DCLM framework: understanding collaboration in open-ended tabletop learning environments (2017)Learning through making in public libraries: theories, practices, and tensions (2017)The promise and the promises of Making in science education (2017)Experiential Learning : Experience as the Source of Learning and Development (1983)Actual Minds, Possible Worlds (1986)Actual Minds, Possible Worlds. (1986)Gender Gap in Science, Technology, Engineering, and Mathematics (STEM): Current Knowledge, Implications for Practice, Policy, and Future Directions (2016)Meeting of the American Educational Research Association (2002)Learning science in informal environments : people, places, and pursuits (2009)Examining the Roles of Science Museum Facilitators in Academic Research (2023)Using augmented reality and knowledge-building scaffolds to improve learning in a science museum (2012)The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit (2017)Digital Exhibit Labels in Museums (2018)Supporting the initial work of evidence-based improvement cycles through a data-intensive partnership (2021)
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References

  • 2004Designs for learning: Studying science museum exhibits that do more than entertain453 cited
  • 2014Learning Through STEM-Rich Tinkering: Findings From a Jointly Negotiated Research Project Taken Up in Practice360 cited
  • 2000Cognitive requirements for learning with open-ended learning environments311 cited
  • 2009Facilitating family group inquiry at science museum exhibits137 cited
  • 2015Research to Practice: Observing Learning in Tinkering Activities118 cited
  • 2009Creating a Program to Deepen Family Inquiry at Interactive Science Exhibits65 cited
  • 2013Scaffolding Informal Learning in Science Museums: How Much Is Too Much?52 cited
  • 2015Designing visible engineering33 cited

Cited by

  • 2020Uncovering Patterns in Constructionist Collaborative Learning Activities via Cluster Analysis of Museum Exhibit Log Files5 cited
  • 2017What are visitors up to?4 cited
  • 2023Joint Choice Time: A Metric for Better Understanding Collaboration in Interactive Museum Exhibits1 cited

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