Part 4: Games-Based Learning and GamificationInternational audienceThis paper deals with a preliminary empirical study carried out during a museum school visit. The study aims to understand the influence of a game on students’ conduct in the museum. We address the use of digital games for personalising experiences in museums and for fostering visitors’ interactions with the museum exhibition. The paper describes the design-based methodology and the collaborative design and testing of a digital game dedicated to help young museum visitors address the consequences of their relationships with nature and to understand the concept of anthropocene. Students were videotaped and the data collected enabled the identification of different conducts an...
With the digital age influenced by the COVID-19 pandemic, more education and communication has moved...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
This paper analyses the potential of computer games and interactive projects within the learning pro...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
Part 18: Mobile Gaming, Mobile Life - Interweaving the Virtual and the RealInternational audienceEdu...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
The paper discusses a formal didactic activity in a higher education context, which brought to the d...
The paper discusses a formal didactic activity in a higher education context, which brought to the d...
Abstract. Intelligent game-based learning environments show considerable promise for creating effect...
Location-based systems currently represent a suitable solution to enhance cultural experiences insid...
Digital games have been used in the context of a cultural experience for several reasons, from learn...
ABSTRACT : The paper discusses a formal didactic activity in a higher education context, which broug...
With the digital age influenced by the COVID-19 pandemic, more education and communication has moved...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
This paper analyses the potential of computer games and interactive projects within the learning pro...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
Part 18: Mobile Gaming, Mobile Life - Interweaving the Virtual and the RealInternational audienceEdu...
Part 3: PostersInternational audienceScience museums have a natural role in the building of public u...
The paper discusses a formal didactic activity in a higher education context, which brought to the d...
The paper discusses a formal didactic activity in a higher education context, which brought to the d...
Abstract. Intelligent game-based learning environments show considerable promise for creating effect...
Location-based systems currently represent a suitable solution to enhance cultural experiences insid...
Digital games have been used in the context of a cultural experience for several reasons, from learn...
ABSTRACT : The paper discusses a formal didactic activity in a higher education context, which broug...
With the digital age influenced by the COVID-19 pandemic, more education and communication has moved...
Interactive digital technology has been increasingly used for the purpose of audiencedevelopment by ...
This paper analyses the potential of computer games and interactive projects within the learning pro...