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Using 3D Printing to Enhance Understanding and Engagement with Young Audiences: Lessons from Workshops in a Museum
10 references·5 citing·43 second hop
Using 3D Printing to Enhance Understanding and Engagement with Young Audiences: Lessons from Workshops in a Museum (2017)Using 3D Printing to Enhance Understandin…Use of 3D Printing by Museums: Educational Exhibits, Artifact Education, and Artifact Restoration (2015)Use of 3D Printing by Museums…Teaching children digital literacy through design-based learning with digital toolkits in schools (2015)Teaching children digital lit…Making Magic (2015)Making MagicDigital Fabrication and ‘Making’ in Education (2013)Digital Fabrication and ‘Maki…Designing ubiquitous computing to enhance children's learning in museums (2006)Designing ubiquitous computin…The Impact of Haptic ‘Touching’ Technology on Cultural Applications (2005)The Impact of Haptic ‘Touchin…Mystery in the museum (2005)Mystery in the museumChildren's Museum Experiences: Identifying Powerful Mediators of Learning (2002)Children's Museum Experiences…Interactive museum exhibits as tools for learning: explorations with light (1990)Interactive museum exhibits a…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…The collision of tradition and fashion: How anthropomorphizing museum exhibits influences cultural inheritance (2025)The collision of tradition an…Inclusive Museum Engagement: Multisensory Storytelling of Cagli Warriors’ Journey and the Via Flamina Landscape Through Interactive Tactile Experiences and Digital Replicas (2025)Inclusive Museum Engagement: …“Handling collections”: potentials, challenges, and ongoing experiments at the Museum of World Culture, Sweden (2024)“Handling collections”: poten…Schwerpunktthemen der quantitativ-empirischen Forschung mit Bezug zur Digitalisierung in der kulturellen Bildung: Eine kartierende Forschungssynthese (2023)Schwerpunktthemen der quantit…A systematic review of the pedagogical roles of technology in ICT-assisted museum learning studies (2023)A systematic review of the pe…Mind in Society: The Development of Higher Psychological Processes (1978)Flow: the psychology of optimal experience (1990)Learning Conversations in Museums (2003)Interaction Design and Children (2007)Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning (2011)Understanding museum visitor satisfaction and revisit intentions through mobile guide system: moderating role of age in museum mobile guide adoption (2017)The Culture of Education (1996)Meeting the Universe Halfway (2006)Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning (2007)Interacting with Heritage: On the Use and Potential of IoT Within the Cultural Heritage Sector (2018)Twenty Years of Creativity Research in Human-Computer Interaction (2018)Crafting Critical Heritage Discourses into Interactive Exhibition Design (2020)Surely You're Joking, Mr. Feynman! (1986)Factors that influence learning during a scientific field trip in a natural environment (1994)Bridging the Gap Between Formal and Informal Science Learning (1996)Toward an agenda for advancing research on science learning in out‐of‐school settings (2003)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Teaching science in museums: The pedagogy and goals of museum educators (2006)Understanding Teachers' Perspectives on Field Trips: Discovering Common Ground in Three Countries (2006)Free‐choice worksheets increase students' exposure to curriculum during museum visits (2007)The Electronic Guidebook: A study of user experiences using mobile web content in a museum setting (2003)Exploring problem solving patterns and their impact on learning achievement in a blended learning environment (2010)Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis (2010)Human-Computer Interactions in Museums (2019)Reflective Practitioner (2014)The five resources of critical digital literacy: a framework for curriculum integration (2014)Child as Protagonist (2017)Children’s Emotions in Design-Based Learning: a Systematic Review (2020)Learn to Machine Learn: Designing a Game Based Approach for Teaching Machine Learning to Primary and Secondary Education Students (2021)Mathematics as an Educational Task (1972)The New Division of Labor (2004)Scratch (2009)The promise and the promises of Making in science education (2017)Participatory design for sustainable social change (2018)An empirical investigation into the difficulties experienced by visually impaired Internet users (2007)Accessible presentation of information for people with visual disabilities (2009)Framing the past: How virtual experience affects bodily description of artefacts (2015)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)3D Scanning/Printing: A Technological Stride in Sculpture (2022)Scanning and three-dimensional-printing using computed tomography of the “Golden Boy” mummy (2023)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2013Digital Fabrication and ‘Making’ in Education654 cited
  • 2002Children's Museum Experiences: Identifying Powerful Mediators of Learning195 cited
  • 2015Teaching children digital literacy through design-based learning with digital toolkits in schools155 cited
  • 2006Designing ubiquitous computing to enhance children's learning in museums121 cited
  • 2005Mystery in the museum92 cited
  • 2015Use of 3D Printing by Museums: Educational Exhibits, Artifact Education, and Artifact Restoration72 cited
  • 1990Interactive museum exhibits as tools for learning: explorations with light69 cited
  • 2005The Impact of Haptic ‘Touching’ Technology on Cultural Applications53 cited
  • 2015Making Magic38 cited

Cited by

  • 2025The collision of tradition and fashion: How anthropomorphizing museum exhibits influences cultural inheritance20 cited
  • 2023A systematic review of the pedagogical roles of technology in ICT-assisted museum learning studies13 cited
  • 2025Inclusive Museum Engagement: Multisensory Storytelling of Cagli Warriors’ Journey and the Via Flamina Landscape Through Interactive Tactile Experiences and Digital Replicas13 cited
  • 2023Schwerpunktthemen der quantitativ-empirischen Forschung mit Bezug zur Digitalisierung in der kulturellen Bildung: Eine kartierende Forschungssynthese

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6 cited
  • 2024“Handling collections”: potentials, challenges, and ongoing experiments at the Museum of World Culture, Sweden1 cited