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“Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum
6 references·4 citing·45 second hop
“Do Not Touch the Paintings!” The Benefits of Interactivity on Learning and Future Visits in a Museum (2012)“Do Not Touch the Paintings!” The Benefit…Video Game Structural Characteristics: A New Psychological Taxonomy (2009)Video Game Structural Charact…Designing an electronic guidebook for learning engagement in a museum of history (2009)Designing an electronic guide…Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation (2008)Acceptance of blog usage: The…Metacomprehension (2007)MetacomprehensionMystery in the museum (2005)Mystery in the museumA study of user experiences mediated by nomadic web content in a museum (2003)A study of user experiences m…The Mediterranean forest in a science museum: engaging children through drawings that come to life in a virtual world (2024)The Mediterranean forest in a…Accessing Cultural Artifacts through Digital Companions: The Effects on Children's Engagement (2015)Accessing Cultural Artifacts …Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment (2013)Mubil: Creating an Immersive …Information landscapes for the communication of ancient manuscripts heritage (2013)Information landscapes for th…Schedules of reinforcement. (1957)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)Rules of Play: Game Design Fundamentals (2003)Internet gaming addiction: current perspectives (2013)Association between Internet Gaming Disorder or Pathological Video-Game Use and Comorbid Psychopathology: A Comprehensive Review (2018)The Psychology of Esports: A Systematic Literature Review (2018)The encyclopedia of language and linguistics . Editor-in-Chief: R. E. Asher, Co-ordinating Editor: J. M. Y. Simpson Oxford & New York: Pergamon Press, 1994. 10 volumes. Pp. xlvii, 5644. $2975.00. (1995)Enjoying cultural heritage thanks to mobile technology (2010)MUBIL: Creating a 3D Experience of “Reading Books” in a Virtual Library Laboratory (2014)The virtual museum of sculpture (2008)Of BATs and APEs (2012)Entertaining the similarities and distinctions between serious games and virtual heritage projects (2015)A Virtual Travel in Leonardo’s Codex of Flight (2017)Situated Cognition and the Culture of Learning (1989)Exhibiting Cultures: The Poetics and Politics of Museum Display. (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Exploring problem solving patterns and their impact on learning achievement in a blended learning environment (2010)Split-attention and redundancy effects on mobile learning in physical environments (2011)Technology and museum visitor experiences: a four stage model of evolution (2023)The Electronic Guidebook: A study of user experiences using mobile web content in a museum setting (2003)Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis (2010)Human-Computer Interactions in Museums (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Social network, social trust and shared goals in organizational knowledge sharing (2008)Consumer experiences, attitude and behavioral intention toward online food delivery (OFD) services (2016)Investigating the impact of social media advertising features on customer purchase intention (2018)Metacognition in Educational Theory and Practice (1998)Accuracy of metacognitive monitoring affects learning of texts. (2003)Problem‐based Learning: Influence on Students' Learning in an Electrical Engineering Course (2011)The assessment cycle: a model for learning through peer assessment (2015)Self-Enhancement and Psychological Adjustment: A Meta-Analytic Review (2018)Beyond boredom and anxiety (1975)A Conversational Agent as Museum Guide – Design and Evaluation of a Real-World Application (2005)The Uncanny Valley [From the Field] (2012)‘My special, my special thing, and my camera!’ Using GoPro™ as a complementary research tool to investigate young children’s museum experiences. (2018)Engagement in Human-Agent Interaction: An Overview (2020)Mobile Serious Game for Enhancing User Experience in Museum (2022)Building Virtual and Augmented Reality museum exhibitions (2004)Virtual museums for all: employing game technology for edutainment (2004)Virtual museums, a survey and some issues for consideration (2009)Mystery at the museum (2005)RFID enhances visitors' museum experience at the Exploratorium (2005)A visitor's guide in an active museum (2011)
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References

  • 2008Acceptance of blog usage: The roles of technology acceptance, social influence and knowledge sharing motivation1,728 cited
  • 2009Video Game Structural Characteristics: A New Psychological Taxonomy396 cited
  • 2007Metacomprehension356 cited
  • 2003A study of user experiences mediated by nomadic web content in a museum200 cited
  • 2005Mystery in the museum92 cited
  • 2009Designing an electronic guidebook for learning engagement in a museum of history80 cited

Cited by

  • 2015Accessing Cultural Artifacts through Digital Companions: The Effects on Children's Engagement14 cited
  • 2024The Mediterranean forest in a science museum: engaging children through drawings that come to life in a virtual world9 cited
  • 2013Information landscapes for the communication of ancient manuscripts heritage6 cited
  • 2013Mubil: Creating an Immersive Experience of Old Books to Support Learning in a Museum-Archive Environment4 cited

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