Emerging Technologies for STEAM Education
Full STEAM Ahead
Article
Information problem solving (IPS) is an important twenty-first century skill, but it is lacking at all age levels. One type of information problem, those of an ill-structured nature that require multiple itera...
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A qualitative study was conducted in a secondary school to evaluate student learning processes and outcomes by examining their inquiry questions, journals, and maker artifacts in a curriculum-based maker learn...
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This paper is in response to the published article entitled “Success, failure and emotions: examining the relationship between performance feedback and emotions in diagnostic reasoning” (Jarrell, Harley, Lajoi...
Chapter
The purpose of this chapter is to understand learners’ challenges in ill-structured problem solving and identify effective strategies and tools to scaffold their problem-solving processes. The following goals ...
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This chapter is a report of a study conducted to explore the development of teachers’ technology-integration self-efficacy in an open-ended professional development (PD) environment. Six elementary teachers pa...
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This study investigated the effects of metaconceptually-enhanced, simulation-based inquiry learning on eighth grade students’ conceptual change in science and their development of science epistemic beliefs. Tw...
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Self-regulation has been shown as a critical factor in learning in a regular classroom environment (e.g. Wolters and Pintrich in Instr Sci 26(1):27–47, 1998. doi:10.1023/A:1003035929216
Book
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In this concluding chapter, the importance of STEAM education in supporting the 21st century skills is again emphasized. We have analyzed three themes that emerged from the chapters included in this book: (1) ...
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A mixed-method study, consisting of multiple case studies and a quantitative study, was conducted to explore both instructors’ and students’ perceptions of and experiences with technologies in a technology-enh...
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The Kiowa Language and Culture Revitalization Program is a community-based learning model designed to help language learners construct knowledge and practice an endangered language in situ through networks of ...
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Article
The important but little understood problem that motivated this study was the lack of research on valid assessment methods to determine progress in higher-order learning in situations involving complex and ill...
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This paper discusses a qualitative study which examined students’ problem-solving, metacognition, and motivation in a learning environment designed for teaching educational technology to pre-service teachers. ...
Book
Chapter
Looking at the historical synopsis of games, an antagonism between games and work is noticeable. However, another important question is present: How can a game be beneficial for life? Games are classified as f...
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The central thesis of this chapter is that emerging technologies such as digital games compel educators, educational researchers, and instructional designers to conceptualize learning, instruction, and assessm...
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A major challenge for learning theories is to illuminate how particular kinds of learning experiences and environments promote the development of expertise. Research has been conducted into novice-expert diffe...
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This study examined the effects of question prompts and peer interactions in scaffolding undergraduate students’ problem-solving processes in an ill-structured task in problem representation, develo** soluti...