In recent years, more serious games are used in different learning areas to improve the process of knowledge acquisition and learning outcomes. This study discusses a game mode based on a jigsaw puzzle with scaffolding-aid for cultural heritage learning. A case study using an historical pattern from China examines the effectiveness of improving learning performance and motivation. By using this game in an experimental setting in comparison with traditional video learning, this paper observes and evaluates the learning outcomes of 42 freshmen with no prior knowledge of bronze mirrors` patterns and subjects. Their learning outcomes, experience and motivation change were collected via a series of tests and motivation scale. The result of the e...
The preservation of intangible cultural heritage (ICH) and the sustainability of an art form rely on...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
In recent years, more serious games are used in different learning areas to improve the process of k...
In recent years, more serious games are used in different learning areas to improve the process of k...
The paper deals with the adoption of Serious Games (SGs) in the specific area of Intangible Cultural...
With the digital age influenced by the COVID-19 pandemic, more education and communication has moved...
International audienceImmersive technologies such as virtual environments and augmented reality have...
This research focuses on the young people and an issue of national handicraft preservation in the fo...
This paper describes the design and evaluation process of a location-based serious game in a heritag...
In this study, a flipped classroom strategy was integrated into a comparative experiment to report o...
In this study, a flipped classroom strategy was integrated into a comparative experiment to report o...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
In this study the effects of two different interactive learning tasks, in which simple games were in...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
The preservation of intangible cultural heritage (ICH) and the sustainability of an art form rely on...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Serious games research typically uses modified computer games as virtual learning environments. Virt...
In recent years, more serious games are used in different learning areas to improve the process of k...
In recent years, more serious games are used in different learning areas to improve the process of k...
The paper deals with the adoption of Serious Games (SGs) in the specific area of Intangible Cultural...
With the digital age influenced by the COVID-19 pandemic, more education and communication has moved...
International audienceImmersive technologies such as virtual environments and augmented reality have...
This research focuses on the young people and an issue of national handicraft preservation in the fo...
This paper describes the design and evaluation process of a location-based serious game in a heritag...
In this study, a flipped classroom strategy was integrated into a comparative experiment to report o...
In this study, a flipped classroom strategy was integrated into a comparative experiment to report o...
Integrating game-based approaches with learning constitutes a prevailing trend in education and trai...
In this study the effects of two different interactive learning tasks, in which simple games were in...
Museums offer an ideal environment for informal cultural learning on heritage artifacts, where visit...
The preservation of intangible cultural heritage (ICH) and the sustainability of an art form rely on...
Includes bibliographical references.Museums and galleries offer a wide variety of learning experienc...
Serious games research typically uses modified computer games as virtual learning environments. Virt...