Keyphrases
Learning in museums
66%
Abstract Mathematical Concepts
66%
Prime numbers
66%
Primality
66%
Participatory Design
66%
Historical Process
50%
Playful Interaction
50%
Playful Learning Environment
33%
Historical Dynamics
33%
Microculture
33%
Historical museum
33%
Interactive Storytelling
33%
Value of children
33%
Epistemic Practices
33%
Museum Learning
33%
Diachronic Perspective
33%
Sensemaking
33%
Secondary School children
33%
Enhanced Learning
33%
Digital museum
33%
Computer Games
33%
Creative Organization
33%
Museum
33%
Design Study
33%
Historical Knowledge
33%
Digital Technology
33%
Guided Tour
27%
Young Visitors
22%
Shared Problem Solving
16%
Domain Concept
16%
Factorization number
16%
Mixed Reality Games
16%
Reversal Theory
16%
Complex Concepts
16%
Children's Experiences
16%
Ribes
11%
Children Visiting
11%
Museum Staff
11%
Primary School Age
11%
Funding Institutions
11%
Playful Activities
11%
Sociomaterial
11%
Museum Audience
11%
Storytelling Practice
11%
Historical Artifacts
11%
Museum Experience
11%
Interaction Styles
11%
Learning Platform
11%
Visitor Learning
11%
Play Interaction
11%
Human Life Cycle
11%
Oral Narrative
11%
School Teaching
11%
Interaction Representation
11%
Participatory Inquiry
11%
Captive Audience
11%
Children's Perspectives
11%
Historical Events
11%
Vikings
11%
Old Town
11%
10-year-old children
11%
Museum Objects
11%
Exhibition Content
11%
Deep Reflection
11%
Emergent Interactions
11%
Learning through Play
11%
Anthropological Study
11%
Child Participation
8%
Callon
5%
Space Law
5%
Supporting Innovation
5%
Organizational Shift
5%
Local museum
5%
Safe Space
5%
Double Bind
5%
Low-tech Settings
5%
Clear Vision
5%
Social Sciences
Digitization
100%
Primary Schools
66%
Informal Learning
66%
Personnel
66%
Narrative
66%
Learning Platform
66%
Social Interaction
66%
Schoolchild
33%
Educational Environment
33%
Epistemic Practices
33%
Story Telling
33%
Qualitative Research
33%
Micro Level
33%
Innovation Process
33%
Life Cycle
33%
Form of Learning
33%
Communication Studies
33%
Learning in Practice
33%
Denmark
33%
Macro Level
33%
Visitor Experience
33%
Knowledge Mapping
33%
Knowledge Map
33%
Professional Competence
16%
Space Law
16%
Organizational Identity
16%
Psychology
Computer Game
100%
Practitioners
66%
Study Design
66%
Story-Telling
33%
Activity Theory
33%
Qualitative Study
33%
External Pressure
33%
Narrative
33%
Secondary School Student
33%
Social Interaction
33%
Educational Game
33%
Field Study
33%
Domain Knowledge
33%