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Deepen supply-side reform of science popularization resources and build high-quality and highly efficient modern science and technology museums
2 references·1 citing·11 second hop
Deepen supply-side reform of science popularization resources and build high-quality and highly efficient modern science and technology museums (2022)Deepen supply-side reform of science popu…Towards Fourth-Generation Science Museums: Changing Goals, Changing Roles (2020)Towards Fourth-Generation Sci…Nine meta-functions for science museums and science centres (2016)Nine meta-functions for scien…Optimization of science popularization exhibition hall environment and VR interaction design based on environmental perception and computer speech recognition (2025)Optimization of science popul…Using thematic analysis in psychology (2006)Museums and Education (2007)“Not Designed for Us”: How Science Museums and Science Centers Socially Exclude Low‐Income, Minority Ethnic Groups (2014)Perspective. Museums beyond neutrality (2020)Museum staff perspectives about a sustainability exhibition: what do they tell us about scientific literacy? (2022)The cultural nature of human development (2003)Working toward third space in content area literacy: An examination of everyday funds of knowledge and Discourse (2004)Measurement of Science Museum Visitors’ Emotional Experiences at Exhibits Designed to Encourage Productive Struggle (2021)Navigating into the future of science museum education: focus on educators’ adaptation during COVID-19 (2023)Examining the relationships between mindfulness, eudaimonic and hedonic experiences, place attachment, loyalty: the moderating role of flow (2024)Fatal consequences: an analysis of the failed employee voice system at the B undaberg Hospital (2015)
this work references cited by second hop

References

  • 2016Nine meta-functions for science museums and science centres38 cited
  • 2020Towards Fourth-Generation Science Museums: Changing Goals, Changing Roles35 cited

Cited by

  • 2025Optimization of science popularization exhibition hall environment and VR interaction design based on environmental perception and computer speech recognition1 cited

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