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The Efficacy of Object Deciphering in STEAM Education Beyond Encounters and Collisions Between Learners and Objects
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The Efficacy of Object Deciphering in STEAM Education Beyond Encounters and Collisions Between Learners and Objects (2022)The Efficacy of Object Deciphering in STE…Transdisciplinarity in STEM education: a critical review (2020)Transdisciplinarity in STEM e…STEAM: Using the Arts to Train Well-Rounded and Creative Scientists (2018)STEAM: Using the Arts to Trai…STEAM in practice and research: An integrative literature review (2018)STEAM in practice and researc…Learning and engagement through natural history museums (2018)Learning and engagement throu…Museum-based programs for socially isolated older adults: Understanding what works (2017)Museum-based programs for soc…Museums, Health and Well-Being (2016)Museums, Health and Well-BeingFrom Interdisciplinary to Transdisciplinary: An Arts-Integrated Approach to STEAM Education (2016)From Interdisciplinary to Tra…Engaging the Senses: Object-Based Learning in Higher Education (2016)Engaging the Senses: Object-B…What Is STEM? A Discussion About Conceptions of STEM in Education and Partnerships (2012)What Is STEM? A Discussion Ab…What Is STEM Education? (2010)What Is STEM Education?Virtual museums, a survey and some issues for consideration (2009)Virtual museums, a survey and…Touch in Museums: Policy and Practice in Object Handling (2008)Touch in Museums: Policy and …Museums and Education (2007)Museums and EducationPerspectives on Object-Centered Learning in Museums (2002)Perspectives on Object-Center…Optimal Experience (1988)Optimal ExperienceExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…The Discovery of Grounded Theory: Strategies for Qualitative Research. (1968)Qualitative research and evaluation methods (1980)How to Design and Evaluate Research in Education (1990)Analysis of Students’ Critical Thinking Skill of Middle School through STEM Education Project-Based Learning (2018)Reviewing assessment of student learning in interdisciplinary STEM education (2020)STEM vs. STEAM Education and Student Creativity: A Systematic Literature Review (2021)Museums and the Shaping of Knowledge (1992)Museums and the Shaping of Knowledge (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Developing serious games for cultural heritage: a state-of-the-art review (2010)New technologies in cultural institutions: theory, evidence and policy implications (2011)Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki (2018)The integrative review: updated methodology (2005)Writing Integrative Literature Reviews: Guidelines and Examples (2005)Next Generation Science Standards: For States, By States (2013)Applying digital escape rooms infused with science teaching in elementary school: Learning performance, learning motivation, and problem-solving ability (2020)At the dawn of science, technology, engineering, arts, and mathematics (STEAM) education: prospects, priorities, processes, and problems (2021)STEAM in education: a bibliometric analysis of performance and co-words in Web of Science (2021)Mind in Society: The Development of Higher Psychological Processes (1978)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Indonesian Science, Mathematics, and Engineering Preservice Teachers’ Experiences in STEM-TPACK Design-Based Learning (2020)Beyond the basics: a detailed conceptual framework of integrated STEM (2021)Influence of 3D models and animations on students in natural subjects (2022)Design and Development Research (2013)Identifying 21st Century STEM Competencies Using Workplace Data (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)STEAM education: student learning and transferable skills (2020)The trouble with STEAM and why we use it anyway (2021)Museum experiences that change visitors (2009)Cultural consumption, interactive sociality, and the museum (2013)Integrating a Location-Based Mobile Game in the Museum Visit (2015)Marketing in Hypermedia Computer-Mediated Environments: Conceptual Foundations (1996)On Happiness and Human Potentials: A Review of Research on Hedonic and Eudaimonic Well-Being (2001)Motivational Beliefs, Values, and Goals (2002)Dialogic inquiry in life science conversations of family groups in a museum (2003)Toward an agenda for advancing research on science learning in out‐of‐school settings (2003)Chapter 1 Developing Socially Just Subject-Matter Instruction: A Review of the Literature on Disciplinary Literacy Teaching (2007)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1988Optimal Experience1,097 cited
  • 2012What Is STEM? A Discussion About Conceptions of STEM in Education and Partnerships961 cited
  • 2018STEAM in practice and research: An integrative literature review663 cited
  • 2010What Is STEM Education?555 cited
  • 2009Virtual museums, a survey and some issues for consideration513 cited
  • 2007Museums and Education415 cited
  • 2016From Interdisciplinary to Transdisciplinary: An Arts-Integrated Approach to STEAM Education358 cited
  • 2002Perspectives on Object-Centered Learning in Museums245 cited
  • 2020Transdisciplinarity in STEM education: a critical review244 cited
  • 2008Touch in Museums: Policy and Practice in Object Handling206 cited
  • 2016Museums, Health and Well-Being177 cited
  • 2016Engaging the Senses: Object-Based Learning in Higher Education158 cited
  • 2018Learning and engagement through natural history museums135 cited
  • 2017Museum-based programs for socially isolated older adults: Understanding what works113 cited
  • 2018

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STEAM: Using the Arts to Train Well-Rounded and Creative Scientists
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