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The Role of E-Learning in Arts and Cultural Heritage Education
3 references·4 citing·27 second hop
The Role of E-Learning in Arts and Cultural Heritage Education (2009)The Role of E-Learning in Arts and Cultur…Learning with Digital Technologies in Museums, Science Centres and Galleries (2004)Learning with Digital Technol…Event zieht - Inhalt bindet (2004)Event zieht - Inhalt bindetThe Internet Galaxy: Reflections on the Internet, Business, and Society (2002)The Internet Galaxy: Reflecti…Families and students on the trail of cultural heritage: Historical game journey (2025)Families and students on the …Educate: Digital media can educate players in the field of tourism at heritage destinations (2022)Educate: Digital media can ed…Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft (2019)Cultural Heritage and Communi…Virtual museum in teaching subjects in the culture area (2013)Virtual museum in teaching su…From Knowledge to Narrative: Educators and the Changing Museum (1998)The Constructivist Museum (2002)Die Erlebnisgesellschaft : Kultursoziologie der Gegenwart (2005)Visitor orientation and its impact on the financial situation of cultural institutions in Germany (2007)Besucherforschung und Evaluation in Museen: Forschungsstand, Befunde und Perspektiven (2009)Museum und Erwachsenenbildung (2009)Museum Informatics: People, Information, and Technology in Museums (2007)E-Learning im Museum und Archiv (2009)Beyond Geographical and Cultural Barriers: The Concept of a Virtual Gallery for Arts, Design & Architecture Schools in Saudi Arabia (2015)A meta-analytic review of experiments examining the effects of extrinsic rewards on intrinsic motivation. (1999)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Innovation embraces Tradition – The Technology Impact on Interpretation of Cultural Heritage (2020)Mobile game-based learning in cultural heritage education: a bibliometric analysis (2022)Maximizing Engagement with Cultural Heritage through Video Games (2023)The False Promise of International Institutions (1994)Co-creation experiences: The next practice in value creation (2004)Trends in Peer Learning (2005)SAGE Handbook of Mixed Methods in Social & Behavioral Research (2010)Are We There Yet? Data Saturation in Qualitative Research (2015)Saturation in qualitative research: exploring its conceptualization and operationalization (2017)Dynamics of National and Global Competition in Higher Education (2006)Gradations in digital inclusion: children, young people and the digital divide (2007)Determinants of Internet skills, uses and outcomes. A systematic review of the second- and third-level digital divide (2017)The impact of ICT in schools - a landscape review (2007)The presence of Web 2.0 tools on museum websites: a comparative study between England, France, Spain, Italy, and the USA (2010)Digital media in institutional informal learning places: A systematic literature review (2021)
this work references cited by second hop

References

  • 2002The Internet Galaxy: Reflections on the Internet, Business, and Society1,888 cited
  • 2004Learning with Digital Technologies in Museums, Science Centres and Galleries98 cited
  • 2004Event zieht - Inhalt bindet15 cited

Cited by

  • 2019Cultural Heritage and Communication through Simulation Videogames—A Validation of Minecraft43 cited
  • 2013Virtual museum in teaching subjects in the culture area4 cited
  • 2025Families and students on the trail of cultural heritage: Historical game journey1 cited
  • 2022Educate: Digital media can educate players in the field of tourism at heritage destinations0 cited

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