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Analysis of the Learning Effectiveness of the STEAM-6E Special Course—A Case Study about the Creative Design of IoT Assistant Devices for the Elderly
7 references·1 citing·46 second hopsampled
Analysis of the Learning Effectiveness of the STEAM-6E Special Course—A Case Study about the Creative Design of IoT Assistant Devices for the Elderly (2018)Analysis of the Learning Effectiveness of…Development of a problem-based learning model via a virtual learning environment (2017)Development of a problem-base…Teachers’ Perceptions and Practices of STEAM Education in South Korea (2016)Teachers’ Perceptions and Pra…Problem-Based Learning: An Overview of its Process and Impact on Learning (2016)Problem-Based Learning: An Ov…Older people, assistive technologies, and the barriers to adoption: A systematic review (2016)Older people, assistive techn…Analysis of Korean Elementary Pre-Service Teachers’ Changing Attitudes About Integrated STEAM Pedagogy Through Developing Lesson Plans (2016)Analysis of Korean Elementary…“Finding the Joy in the Unknown”: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms (2016)“Finding the Joy in the Unkno…Postmodern management? From facts to fiction in theory and practice (1989)Postmodern management? From f…Evidence of STEM enactment effectiveness in Asian student learning outcomes (2020)Evidence of STEM enactment ef…The Archaeology of Knowledge. (1974)The Postmodern Condition: A Report on Knowledge (1984)Writing Culture: The Poetics and Politics of Ethnography (1986)Action Research: Rethinking Lewin (1999)Rooted in Supervision, Branching into Management: Continuity and Change in the Role of First‐Line Manager (2005)Action research: Explaining the diversity (2006)Interdisciplinary curriculum : design and implementation (1989)Female teachers’ math anxiety affects girls’ math achievement (2010)Next Generation Science Standards: For States, By States (2013)Advancing Elementary and Middle School STEM Education (2017)STEAM in practice and research: An integrative literature review (2018)Supporting Teachers on Their STEAM Journey: A Collaborative STEAM Teacher Training Program (2021)Problem-Based Learning: What and How Do Students Learn? (2004)Overview of Problem-based Learning: Definitions and Distinctions (2006)Designing and Conducting Mixed Methods Research (2007)Developing a Conceptual Model of STEAM Teaching Practices (2017)STEAM in education: a bibliometric analysis of performance and co-words in Web of Science (2021)How We Think (1910)How we think. (1910)Mind in Society: The Development of Higher Psychological Processes (1978)Digital Problem-Based Learning in Health Professions: Systematic Review and Meta-Analysis by the Digital Health Education Collaboration (2019)Perceptions of medical students towards online teaching during the COVID-19 pandemic: a national cross-sectional survey of 2721 UK medical students (2020)Student Perceptions of Academic Engagement and Student-Teacher Relationships in Problem-Based Learning (2021)Diffusion of Innovations (2012)Older Adults' Reasons for Using Technology while Aging in Place (2015)Internet-of-Things and Smart Homes for Elderly Healthcare: An End User Perspective (2018)Diffusion of Innovations 1 (2019)Technology Acceptance in Healthcare: A Systematic Review (2021)Barriers and facilitators to health technology adoption by older adults with chronic diseases: an integrative systematic review (2024)Bringing Engineering Design into High School Science Classrooms: The Heating/Cooling Unit (2008)Parental Involvement and Students’ Cognitive Outcomes in Korea (2010)STEM Clubs and Science Fair Competitions: Effects on Post-Secondary Matriculation (2013)A review of the effect of integrated STEM or STEAM (science, technology, engineering, arts, and mathematics) education in South Korea (2019)STEM education to fulfil the 21st century demand: a literature review (2019)Teachers’ perception of STEM integration and education: a systematic literature review (2019)How We Think: A Restatement of the Relation of Reflective Thinking to the Educative Process (1934)Organizational Information Requirements, Media Richness and Structural Design (1986)Examining the students’ behavioral intention to use e-learning in Azerbaijan? The General Extended Technology Acceptance Model for E-learning approach (2017)Problem-based learning: Creative thinking skills, problem-solving skills, and learning outcome of seventh grade students (2018)Problem- based learning in live online classes: Learning achievement, problem-solving skill, communication skill, and interaction (2021)Organizational culture and leadership (1993)Practical Meta-Analysis (2000)Research Methods in Education (2007)Effects of digital game-based STEM education on students’ learning achievement: a meta-analysis (2022)Thai undergraduate science, technology, engineering, arts, and math (STEAM) creative thinking and innovation skill development: a conceptual model using a digital virtual classroom learning environment (2022)Effectiveness of digital educational game and game design in STEM learning: a meta-analytic review (2023)
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References

  • 2016Problem-Based Learning: An Overview of its Process and Impact on Learning1,229 cited
  • 2016Older people, assistive technologies, and the barriers to adoption: A systematic review547 cited
  • 2016“Finding the Joy in the Unknown”: Implementation of STEAM Teaching Practices in Middle School Science and Math Classrooms268 cited
  • 2017Development of a problem-based learning model via a virtual learning environment246 cited
  • 2016Teachers’ Perceptions and Practices of STEAM Education in South Korea226 cited
  • 2016Analysis of Korean Elementary Pre-Service Teachers’ Changing Attitudes About Integrated STEAM Pedagogy Through Developing Lesson Plans142 cited
  • 1989Postmodern management? From facts to fiction in theory and practice45 cited

Cited by

  • 2020Evidence of STEM enactment effectiveness in Asian student learning outcomes418 cited

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