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How Do You Like To Learn? Comparing User Preferences and Visit Length of Educational Web Sites.
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How Do You Like To Learn? Comparing User Preferences and Visit Length of Educational Web Sites. (2002)How Do You Like To Learn? Comparing User …Digital Game-Based Learning (2020)Digital Game-Based LearningLearning in the Museum (2002)Learning in the MuseumHamlet on the holodeck: the future of narrative in cyberspace (1997)Hamlet on the holodeck: the f…The Art of Computer Game Design (1984)The Art of Computer Game Desi…État des lieux des ressources numériques éducatives et muséales (2020)État des lieux des ressources…Instructional strategies and course design for teaching statistics online: perspectives from online students (2017)Instructional strategies and …As Good as the Real Thing? A Comparative Study of Interpretive Podcasts and Traditional Ranger Talks (2011)As Good as the Real Thing? A …Can Small Museums Develop Compelling, Educational and Accessible Web Resources? The Case of Accademia Carrara (2005)Can Small Museums Develop Com…EMOTION AND E-LEARNING (2003)EMOTION AND E-LEARNINGExperimental and Quasi-Experimental Designs for Research (1963)The Structure of Scientific Revolutions (1963)Situated Learning: Legitimate Peripheral Participation. (1994)Bridging In-school and Out-of-school Learning: Formal, Non-Formal, and Informal Education (2006)Learning science in informal environments : people, places, and pursuits (2009)Learning Science in Informal Environments: People, Places, and Pursuits (2009)The website of the UK Museum of the Year (2000)Web Access to Cultural Heritage for the Disabled (2003)The Building of Online Communities: An approach for learning organizations, with a particular focus on the museum sector (2004)Mapping generation Z visitor experience priorities in small museums in China: an importance–performance analysis (2026)The Educational Role of the Museum (1994)Social Research Methods: Qualitative and Quantitative Approaches (2002)The Design of Educational Exhibits (2012)Taking Stock of Interpretation Research: Where Have We Been and Where are We Heading? (2020)Enhancing the interpretation at the National Zoological Gardens in South Africa (2021)The Principles of Psychology (1891)Social Theory and Social Structure (1958)Frames of Mind: The Theory of Multiple Intelligences (1984)Adult learners’ emotions in online learning (2008)Development of the human interaction dimension of the Self‐Regulated Learning Questionnaire in asynchronous online learning environments (2009)Exploring user acceptance of 3D virtual worlds in travel and tourism marketing (2012)The Journal of College Science Teaching (1971)Editorial: Three types of interaction (1989)EXAMINING SOCIAL PRESENCE IN ONLINE COURSES IN RELATION TO STUDENTS' PERCEIVED LEARNING AND SATISFACTION (2003)Predictive effects of undergraduate students’ perceptions of social, cognitive, and teaching presence on affective learning outcomes according to disciplines (2020)The Participatory Museum (2010)Y-a-t-il (vraiment) des technologies de l’information ? (2011)Visiter les musées : Expérience, appropriation, participation (2013)Les institutions culturelles, l’éducation, le numérique et la cocréation : entre médiation culturelle et médiation pédagogique (2022)Virtual interaction: Design factors affecting student satisfaction and perceived learning in asynchronous online courses (2001)Measures of Perceived Interactivity: An Exploration of the Role of Direction of Communication, User Control, and Time in Shaping Perceptions of Interactivity (2002)From Content to Context: Videogames as Designed Experience (2006)The game, the player, the world: looking for a heart of gameness (2003)Fundamental Components of the Gameplay Experience: Analysing Immersion (2005)Unit Operations: An Approach to Videogame Criticism (2006)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)
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References

  • 2020Digital Game-Based Learning2,893 cited
  • 1997Hamlet on the holodeck: the future of narrative in cyberspace2,780 cited
  • 1984The Art of Computer Game Design919 cited
  • 2002Learning in the Museum779 cited

Cited by

  • 2003EMOTION AND E-LEARNING250 cited
  • 2017Instructional strategies and course design for teaching statistics online: perspectives from online students107 cited
  • 2011As Good as the Real Thing? A Comparative Study of Interpretive Podcasts and Traditional Ranger Talks17 cited
  • 2005Can Small Museums Develop Compelling, Educational and Accessible Web Resources? The Case of Accademia Carrara4 cited
  • 2020État des lieux des ressources numériques éducatives et muséales3 cited

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