STEAM in education: a bibliometric analysis of performance and co-words in Web of Science

JA Marín-Marín, AJ Moreno-Guerrero… - International Journal of …, 2021 - Springer
Background Emerging methodologies that apply and integrate science, technology,
engineering, art, and math (STEAM) in education have appeared in recent years as a …

A review of using digital game-based learning for preschoolers

N Behnamnia, A Kamsin, MAB Ismail… - Journal of Computers in …, 2023 - Springer
In recent years, the use of digital game-based learning (DGBL) in the early childhood
learning process has been growing. Recent research shows that DGBL has the potential to …

A framework of implementing strategies for active student engagement in remote/online teaching and learning during the COVID-19 pandemic

R Ahshan - Education Sciences, 2021 - mdpi.com
The COVID-19 pandemic has caused a drastic shift of face-to-face teaching and learning to
remote/online teaching and learning at all levels of education worldwide. Active student …

A systematic review of augmented reality in science, technology, engineering and mathematics education

R Hidayat, Y Wardat - Education and Information Technologies, 2024 - Springer
Augmented Reality has found extensive use as an interactive technology in various learning
and educational environments. However, a previous systematic review (SR) lacked a …

The prevalence and use of emerging technologies in STEAM education: A systematic review of the literature

A Leavy, L Dick, M Meletiou‐Mavrotheris… - Journal of Computer …, 2023 - Wiley Online Library
Background The advent of new and emerging technologies and industries has highlighted
the need to equip youth with a unique skillset necessary to cope with a rapidly changing and …

Integrating augmented reality into mathematics teaching and learning and examining its effectiveness

T Koparan, H Dinar, ET Koparan, ZS Haldan - Thinking Skills and Creativity, 2023 - Elsevier
Innovative learning technologies and modernizing the education system can improve
education. In the last decade, the use of Augmented Reality (AR) has increased rapidly …

Augmented reality technology in enhancing learning retention and critical thinking according to STEAM program

YA Alkhabra, UM Ibrahem, SA Alkhabra - Humanities and Social …, 2023 - nature.com
According to the science, technology, engineering, arts, and mathematics (STEAM) program,
this experimental research aims to advocate e-content based on augmented reality (AR) …

Augmented Reality and programming education: A systematic review

A Theodoropoulos, G Lepouras - International Journal of Child-Computer …, 2021 - Elsevier
Abstract In recent years, Augmented Reality (AR) usage in the learning process has been
growing. AR tools and environments lead to a variety of positive outcomes and impacts for …

A review on augmented reality authoring toolkits for education

A Dengel, MZ Iqbal, S Grafe, E Mangina - Frontiers in Virtual Reality, 2022 - frontiersin.org
Creating pedagogically sound, interactive Augmented Reality (AR) experiences supporting
situated and experiential learning remains a challenge to teachers without programming …

STEAM project-based learning activities at the science museum as an effective training for future chemistry teachers

V Domenici - Education Sciences, 2022 - mdpi.com
Non-formal learning environments, such as science museums, have a fundamental role in
science education and high potentialities as ideal contexts for science teachers' training …