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Making and breaking in an art education makerspace
6 references·1 citing·27 second hop
Making and breaking in an art education makerspace (2017)Making and breaking in an art education m…Dysfunction and Decentralization in New Media Art and Education (2015)Dysfunction and Decentralizat…Youth, Technology, and DIY (2011)Youth, Technology, and DIYStudio Thinking: The Real Benefits of Visual Arts Education (2007)Studio Thinking: The Real Ben…Lines of Sight in the “Network Society”: Simulation, Art Education, and a Digital Visual Culture (2004)Lines of Sight in the “Networ…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immi…Beyond boredom and anxiety (1975)Beyond boredom and anxietyMakers’ relationship network, knowledge acquisition and innovation performance: An empirical analysis from China (2021)Makers’ relationship network,…Simulacra and Simulation (1995)Life on the Screen: Identity in the Age of the Internet (1997)5. The Practice of Everyday Life (2000)Three Funerals and a Wedding: Art Education, Digital Images, and an Aesthetics of Cloning (2005)There's no I in YouTube: social media, networked identity and art education (2009)Makerspaces and Art Educational Places (2017)Digital game-based learning (2003)The ‘digital natives’ debate: A critical review of the evidence (2008)Digital Natives, Digital Immigrants (2013)Covid-19 pandemic and online learning: the challenges and opportunities (2020)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Reading images: the grammar of visual design (1996)Constructionist Gaming: Understanding the Benefits of Making Games for Learning (2015)The promise and the promises of Making in science education (2017)The trouble with STEAM and why we use it anyway (2021)Art as Experience (1934) (2026)The Strength of Weak Ties (1973)Firm Resources and Sustained Competitive Advantage (1991)Firm resources and sustained competitive advantage (2004)Subjective Well-Being (1984)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Handbook of Positive Psychology (2001)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)Responding to Big Data in the Art Education Classroom: Affordances and Problematics (2017)“Investigate the misusage of technology as a gesture of freedom”: Glitch Dysfunction in New Media Art and Art Education (2020)
this work references cited by second hop

References

  • 2001Digital Natives, Digital Immigrants Part 111,096 cited
  • 1975Beyond boredom and anxiety5,708 cited
  • 2007Studio Thinking: The Real Benefits of Visual Arts Education649 cited
  • 2011Youth, Technology, and DIY232 cited
  • 2004Lines of Sight in the “Network Society”: Simulation, Art Education, and a Digital Visual Culture49 cited
  • 2015Dysfunction and Decentralization in New Media Art and Education13 cited

Cited by

  • 2021Makers’ relationship network, knowledge acquisition and innovation performance: An empirical analysis from China33 cited

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