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Designing ubiquitous computing to enhance children's learning in museums
4 references·16 citing·46 second hop
Designing ubiquitous computing to enhance children's learning in museums (2006)Designing ubiquitous computing to enhance…Learning Conversations in Museums (2003)Learning Conversations in Mus…A study of user experiences mediated by nomadic web content in a museum (2003)A study of user experiences m…Flow: the psychology of optimal experience (1990)Flow: the psychology of optim…Mind in Society: The Development of Higher Psychological Processes (1978)Mind in Society: The Developm…Incorporating AR/VR-assisted learning into informal science institutions: A systematic review (2023)Incorporating AR/VR-assisted …A Study on the Effects of Digital Learning Sheet Design Strategy on the Learning Motivation and Learning Outcomes of Museum Exhibition Visitors (2022)A Study on the Effects of Dig…What you feel may not be what you experience: a psychophysiological study on flow in VR travel experiences (2020)What you feel may not be what…Visualising and revitalising traditional Chinese martial arts (2019)Visualising and revitalising …Using 3D Printing to Enhance Understanding and Engagement with Young Audiences: Lessons from Workshops in a Museum (2017)Using 3D Printing to Enhance …Understanding museum visitor satisfaction and revisit intentions through mobile guide system: moderating role of age in museum mobile guide adoption (2017)Understanding museum visitor …Looking Inside the Wires (2017)Looking Inside the WiresThe Learning Affordances of Augmented Reality for Museum Exhibits on Human Health (2016)The Learning Affordances of A…Heritage Multimedia and Children Edutainment: Assessment and Recommendations (2014)Heritage Multimedia and Child…Scaffolding Informal Learning in Science Museums: How Much Is Too Much? (2013)Scaffolding Informal Learning…Learning Impacts of a Digital Augmentation in a Science Museum (2012)Learning Impacts of a Digital…Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning (2011)Effects of teaching and learn…"Playing with" museum exhibits (2009)"Playing with" museum exhibitsIncluding Visitor Contributions in Cultural Heritage Installations: Designing for Participation (2008)Including Visitor Contributio…Interaction Design and Children (2007)Interaction Design and Childr…From the Disappearing Computer to Living Exhibitions: Shaping Interactivity in Museum Settings (2007)From the Disappearing Compute…Situated Cognition and the Culture of Learning (1989)Working memory: looking back and looking forward (2003)Making games in the classroom: Benefits and gender concerns (2011)Look, My Baby Is Using an iPad! An Analysis of YouTube Videos of Infants and Toddlers Using Tablets (2015)Child as Protagonist (2017)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. 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Lessons from three smart tourism cities in South Korea (2019)Shopping intention at AI-powered automated retail stores (AIPARS) (2020)Constructivism in Museums: How Museums Create Meaningful Learning Environments (1998)Changing Values in the Art Museum: rethinking communication and learning (2000)The Consumption of Museum Service Experiences: Benefits and Value of Museum Experiences (2009)Research on Relevant Dimensions of Tourism Experience of Intangible Cultural Heritage Lantern Festival: Integrating Generic Learning Outcomes With the Technology Acceptance Model (2022)Digital Making for Inheritance and Enlivening Intangible Cultural Heritage: A Case of Hairy Monkey Handicrafts (2023)Technology and museum visitor experiences: a four stage model of evolution (2023)Mystery at the museum (2005)RFID enhances visitors' museum experience at the Exploratorium (2005)A visitor's guide in an active museum (2011)Reciprocal Teaching of Comprehension-Fostering and Comprehension-Monitoring Activities (1984)Qualitative Analysis for Social Scientists (1987)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Subjective well-being: Three decades of progress. (1999)The role of positive emotions in positive psychology: The broaden-and-build theory of positive emotions. (2001)The benefits of being present: Mindfulness and its role in psychological well-being. (2003)Epistemic frames for epistemic games (2005)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)Salvaging science literacy (2010)
this work references cited by second hop

References

  • 1978Mind in Society: The Development of Higher Psychological Processes53,480 cited
  • 1990Flow: the psychology of optimal experience12,637 cited
  • 2003Learning Conversations in Museums801 cited
  • 2003A study of user experiences mediated by nomadic web content in a museum200 cited

Cited by

  • 2011Effects of teaching and learning styles on students’ reflection levels for ubiquitous learning201 cited
  • 2007Interaction Design and Children198 cited
  • 2017Understanding museum visitor satisfaction and revisit intentions through mobile guide system: moderating role of age in museum mobile guide adoption92 cited
  • 2019Visualising and revitalising traditional Chinese martial arts70 cited
  • 2008Including Visitor Contributions in Cultural Heritage Installations: Designing for Participation56 cited
  • 2009"Playing with" museum exhibits55 cited
  • 2013Scaffolding Informal Learning in Science Museums: How Much Is Too Much?52 cited
  • 2020What you feel may not be what you experience: a psychophysiological study on flow in VR travel experiences52 cited
  • 2017Looking Inside the Wires40 cited
  • 2016The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health38 cited

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2023
Incorporating AR/VR-assisted learning into informal science institutions: A systematic review
24 cited
  • 2022A Study on the Effects of Digital Learning Sheet Design Strategy on the Learning Motivation and Learning Outcomes of Museum Exhibition Visitors22 cited
  • 2012Learning Impacts of a Digital Augmentation in a Science Museum21 cited
  • 2014Heritage Multimedia and Children Edutainment: Assessment and Recommendations21 cited
  • 2007From the Disappearing Computer to Living Exhibitions: Shaping Interactivity in Museum Settings21 cited
  • 2017Using 3D Printing to Enhance Understanding and Engagement with Young Audiences: Lessons from Workshops in a Museum21 cited