Designing for Tinkerability
By Mitchel Resnick, E. Rosenbaum. 2013
303 citations recorded by the source corpus.
Subfields: Computer Science Applications, Museology, Visual Arts and Performing Arts
View Paper: https://www.semanticscholar.org/paper/863b4dc5b28ad8efb6904966b71abbf607726dae
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Science Applications
- Yen-Air Caballero-González
- Ana García-Valcárcel-Muñoz-Repiso
- Daniela K. Digiacomo
- Bronwyn Bevan
- V. Glăveanu
- Kris D. Gutiérrez
In Museology
In Visual Arts and Performing Arts
Citations in the corpus
- Robotics to develop computational thinking in early Childhood Education (2019, background): “In addition, the development of programming and computational thinking skills through robots capitalizes on the playful characteristics of the resource and context, which represents a positive impact, according to Froebel’s approach to games (Resnick & Rosenbaum, 2013).”
- A Sociocultural Theory of Creativity: Bridging the Social, the Material, and the Psychological (2020, background): “The usual process through which we can let materials temporarily guide the creative process is referred to as tinkering (Michalko, 2011; Resnick & Rosenbaum, 2013) or the exploratory and experimental processes we sometimes engage in when we work with materials without a clear goal in mind.”
- Relational Equity as a Design Tool Within Making and Tinkering Activities (2016, methodology): “(p. 4103) These qualities of the Squishy Circuit allow both youth and undergraduates to “jump into the practice,” a central design principle of M & T (Resnick & Rosenbaum, 2013).”
- The promise and the promises of Making in science education (2017, background): “Maker activities, particularly creative construction and tinkering activities, are designed to allow for multiple starting points as well as pathways (Petrich et al., 2013; Resnick & Rosenbaum, 2013).”