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Meaningful Makers: Stuff, Sharing, and Connection in STEAM Curriculum
7 references·2 citing·31 second hop
Meaningful Makers: Stuff, Sharing, and Connection in STEAM Curriculum (2016)Meaningful Makers: Stuff, Sharing, and Co…Reinventing the STEAM Engine for Art + Design Education (2016)Reinventing the STEAM Engine …Steam as Social Practice: Cultivating Creativity in Transdisciplinary Spaces (2014)Steam as Social Practice: Cul…Assembling Visuality: Social Media, Everyday Imaging, and Critical Thinking in Digital Visual Culture (2013)Assembling Visuality: Social …Steve Jobs (2011)Steve JobsCommunities of practice learning, meaning, and identity (1999)Communities of practice learn…Communities of Practice (1998)Communities of PracticeConstructionism : research reports and essays, 1985-1990 (1991)Constructionism : research re…Artifact-oriented learning: a theoretical review of the impact of the arts on learning (2021)Artifact-oriented learning: a…Making on the Move: Mobility, Makerspaces, and Art Education (2020)Making on the Move: Mobility,…What Do Pictures Want? (2005)Confronting the Challenges of Participatory Culture: Media Education for the 21st Century (2006)Confronting the challenges of participatory cultures (media education for the 21st century) (2009)Photoshop Teaches With(out) You: Actant Agencies and Non-Human Pedagogy (2016)Critically Reframing Post-Internet Art Toward the Future of Art Education Curriculum (2020)Memory, politics and emotions: internet memes and protests in Venezuela and Ukraine (2020)Releasing the imagination: essays on education, the arts, and social change (1996)Relational aesthetics (2011)Synthesizing Results From Empirical Research on Computer-Based Scaffolding in STEM Education (2016)STEAM in practice and research: An integrative literature review (2018)The trouble with STEAM and why we use it anyway (2021)Art as Experience (1934) (2026)The Scientific Revolution and the Origins of Modern Science (2008)STEAM Education (2019)Project Based Learning Pedagogical Design in STEAM Art Education (2020)Learning and Teaching Styles in Engineering Education. (1988)Developing science teachers' pedagogical content knowledge (1998)Digital Fabrication and ‘Making’ in Education (2013)The origins of intelligence in children. (1952)LITERACY IN THE NEW MEDIA AGE (2003)What video games have to teach us about learning and literacy (2003)Narrating the Story of a Digitized Old Historical Map (2022)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)A review of abusive supervision research (2013)Managerial cognitive capabilities and the microfoundations of dynamic capabilities (2014)The entrepreneurial state: debunking public vs. private sector myths (2014)Doing science at the elbows of experts: Issues related to the science apprenticeship camp (2001)Design and Reflection Help Students Develop Scientific Abilities: Learning in Introductory Physics Laboratories (2010)Boundary Crossings: Cooperative Learning, Collaborative Learning, and Problem-Based Learning (2014)
this work references cited by second hop

References

  • 1999Communities of practice learning, meaning, and identity28,353 cited
  • 1998Communities of Practice23,452 cited
  • 2011Steve Jobs475 cited
  • 1991Constructionism : research reports and essays, 1985-1990267 cited
  • 2014Steam as Social Practice: Cultivating Creativity in Transdisciplinary Spaces172 cited
  • 2016Reinventing the STEAM Engine for Art + Design Education85 cited
  • 2013Assembling Visuality: Social Media, Everyday Imaging, and Critical Thinking in Digital Visual Culture30 cited

Cited by

  • 2021Artifact-oriented learning: a theoretical review of the impact of the arts on learning19 cited
  • 2020Making on the Move: Mobility, Makerspaces, and Art Education15 cited

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