Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visitors get engaged in learning due to an intrinsic motivation. Sharing the museum space among visitors allows for collective learning experiences and socializing with each other. Museums aim to design and deploy Tangible User Interfaces (TUIs) in order to embrace the physical materialities of artifacts in the visiting experience. TUIs are believed to be more collaborative, attract more visitors, and persuade them to explore further. Cultural learning on heritage artifacts is particularly meaningful from the early age when opinions and attitudes are shaped. Museums accordingly follow a gamification approach (i.e., using game elements in a non-gam...
Interactive technologies are employed in museums to enhance the visitors' experience and help them l...
In the past, museums have been places where history and culture are narrated. In recent years, many ...
This paper analyses the potential of computer games and interactive projects within the learning pro...
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...
Museums offer an ideal environment for informal cultural learning, particularly for young visitors b...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Museums are traditionally considered learning environments and are ordinarily used for non-formal ed...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
In this study we examine the effect that several technological affordances have upon the experiences...
Part 4: Games-Based Learning and GamificationInternational audienceThis paper deals with a prelimina...
Learning about history and cultural heritage (CH) is shifting from its static non-interactive state ...
When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms ...
Location-based systems currently represent a suitable solution to enhance cultural experiences insid...
In the current modern world, gamification and its innovative methods become one of the primary tools...
Interactive technologies are employed in museums to enhance the visitors' experience and help them l...
In the past, museums have been places where history and culture are narrated. In recent years, many ...
This paper analyses the potential of computer games and interactive projects within the learning pro...
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...
Museums offer an ideal environment for informal cultural learning, particularly for young visitors b...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Museums are traditionally considered learning environments and are ordinarily used for non-formal ed...
This paper discusses factors that affect engagement during a museum experience with a focus on apply...
In this study we examine the effect that several technological affordances have upon the experiences...
Part 4: Games-Based Learning and GamificationInternational audienceThis paper deals with a prelimina...
Learning about history and cultural heritage (CH) is shifting from its static non-interactive state ...
When evaluating the effectiveness of gamified app experiences in cultural heritage venues in terms ...
Location-based systems currently represent a suitable solution to enhance cultural experiences insid...
In the current modern world, gamification and its innovative methods become one of the primary tools...
Interactive technologies are employed in museums to enhance the visitors' experience and help them l...
In the past, museums have been places where history and culture are narrated. In recent years, many ...
This paper analyses the potential of computer games and interactive projects within the learning pro...