2019
DOI: 10.1016/j.tsc.2018.11.001
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Is creativity, hands-on modeling and cognitive learning gender-dependent?

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Cited by 36 publications
(48 citation statements)
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“…A review of modeling-based learning (MbL) approaches specifies five areas that are closely linked to students' learning outcomes which are contributing to cognitive, metacognitive, social, material, and epistemological aspects [70]. We investigated students' cognitive achievement and reported that shortand mid-term knowledge increases after participation in a hands-on laboratory module with modeling tasks [34].…”
Section: Discussionmentioning
confidence: 99%
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“…A review of modeling-based learning (MbL) approaches specifies five areas that are closely linked to students' learning outcomes which are contributing to cognitive, metacognitive, social, material, and epistemological aspects [70]. We investigated students' cognitive achievement and reported that shortand mid-term knowledge increases after participation in a hands-on laboratory module with modeling tasks [34].…”
Section: Discussionmentioning
confidence: 99%
“…The correct understanding of the three genetics concepts (DNA, gene, and chromosome) may have hindered the development of correct and complete DNA models from the modelers [17,33]. We also evaluated students' model quality and monitored potential influences on individual creativity and knowledge levels [34]. Girls created significantly better structured models than boys, and girls' model quality also significantly correlated with short-and mid-term knowledge levels and to the creativity subscale "flow".…”
Section: Teaching Genetics: the Role Of Outreach Laboratories And Modmentioning
confidence: 99%
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“…In addition, the authors wanted to understand if VR modelling plays a similar role to that played in science and education as reported, for example, by Mierdel and Bogner (2019), who describe how modelling plays a key role in comprehension of science research and education; in particular, "…hands-on experiences in authentic learning environments offer students the opportunity to feel like real researchers and support the development of problem-based thinking skills" (Mierdel & Bogner, 2019, p. 91). The planned use of the VR technology was to allow students to interact with their designs in 3D as part of the concept generation-and to some extent the early embodiment-phases of the design process where embodiment describes the firming up of initial ideas, including the overall layout design, preliminary form designs, production processes and solutions for auxiliary functions (Pahl, Beitz, Feldhusen, & Grote, 2007).…”
Section: The Module and The Virtual Reality (Vr) Interventionmentioning
confidence: 99%