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Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning
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Promoting Game Jams and Hackathons as more Women-Inclusive Environments for Informal Learning (2021)Promoting Game Jams and Hackathons as mor…Game Jams for Learning and Teaching (2020)Game Jams for Learning and Te…Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon (2020)Engaging Women’s Participatio…Informal STEM Learning in Game Jams, Hackathons and Game Creation Events (2016)Informal STEM Learning in Gam…Rethinking STEM Education: An Interdisciplinary STEAM Curriculum (2013)Rethinking STEM Education: An…Full STEAM Ahead: The Benefits of Integrating the Arts Into STEM (2013)Full STEAM Ahead: The Benefit…An International Study on Learning and Process Choices in the Global Game Jam (2013)An International Study on Lea…Ambient belonging: How stereotypical cues impact gender participation in computer science. (2009)Ambient belonging: How stereo…Educational Research: Quantitative, Qualitative, and Mixed Approaches (2007)Educational Research: Quantit…Flow: the psychology of optimal experience (1990)Qualitative Data Analysis: An Expanded Sourcebook (1994)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)The Value of Game Prototyping Projects for Students and Industry (2016)Game jams in general formal education (2021)Assessing and Accessing Creativity: An Integrative Review of Theory, Research, and Development (1995)The effectiveness of creativity training: A quantitative review (2004)Rethinking Giftedness and Gifted Education (2011)STEAM Learning in Early Childhood Education: A Literature Review (2020)Understanding K-12 STEM Education: a Framework for Developing STEM Literacy (2020)Self-schemata and processing information about the self. (1977)What Matters in College? Four Critical Years Revisited. (1994)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Why do women opt out? Sense of belonging and women's representation in mathematics. (2012)Gender Gap in Science, Technology, Engineering, and Mathematics (STEM): Current Knowledge, Implications for Practice, Policy, and Future Directions (2016)Why are some STEM fields more gender balanced than others? (2016)Inside the Black Box: Technology and Economics (1982)Inside the Black Box: Technology and Economics (1984)Experience and Education (1986)Engaging under-represented minorities in STEM through game jams (2017)Makers and Quilters (2019)Mind in Society: The Development of Higher Psychological Processes (1978)The Measurement of Engagement and Burnout: A Two Sample Confirmatory Factor Analytic Approach (2002)What video games have to teach us about learning and literacy (2003)Evidence for a Collective Intelligence Factor in the Performance of Human Groups (2010)Fundamentals of Qualitative Research (2011)Mixed Methods Research: A Research Paradigm Whose Time Has Come (2004)Toward a Definition of Mixed Methods Research (2007)Online teaching-learning in higher education during lockdown period of COVID-19 pandemic (2020)Promoting college student’s learning motivation and creativity through a STEM interdisciplinary PBL human-computer interaction system design and development course (2018)STEM vs. STEAM Education and Student Creativity: A Systematic Literature Review (2021)The trouble with STEAM and why we use it anyway (2021)
this work references cited by second hop

References

  • 2007Educational Research: Quantitative, Qualitative, and Mixed Approaches6,383 cited
  • 2009Ambient belonging: How stereotypical cues impact gender participation in computer science.1,372 cited
  • 2013Full STEAM Ahead: The Benefits of Integrating the Arts Into STEM404 cited
  • 2013Rethinking STEM Education: An Interdisciplinary STEAM Curriculum230 cited
  • 2016Informal STEM Learning in Game Jams, Hackathons and Game Creation Events65 cited
  • 2013An International Study on Learning and Process Choices in the Global Game Jam61 cited
  • 2020Game Jams for Learning and Teaching60 cited
  • 2020Engaging Women’s Participation in Hackathons: A Qualitative Study with Participants of a Female-focused Hackathon43 cited

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