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Mystery in the museum
1 references·16 citing·49 second hop
Mystery in the museum (2005)Mystery in the museumThe Electronic Guidebook: A study of user experiences using mobile web content in a museum setting (2003)The Electronic Guidebook: A s…Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies (2023)Lessons Learned on Engaging T…Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum (2021)Improving Children's Cultural…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…Human-Computer Interactions in Museums (2019)Human-Computer Interactions i…Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing Perspective (2019)Do Game Designers’ Decisions …The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit (2017)The value of learning talk: a…The Ocean Game (2017)The Ocean GameInterpreting data from within (2014)Interpreting data from withinGroup-based mobile learning: Do group size and sharing mobile devices matter? (2014)Group-based mobile learning: …The Collaborative Work of Heritage: Open Challenges for CSCW (2013)The Collaborative Work of Her…Integrating Traditional Learning and Games on Large Displays: An Experimental Study (2013)Integrating Traditional Learn…Enriching Archaeological Parks with Contextual Sounds and Mobile Technology (2012)Enriching Archaeological Park…Collaborative museums (2012)Collaborative museumsMuseumScrabble (2010)MuseumScrabbleMobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis (2010)Mobile guide system using pro…Exploring problem solving patterns and their impact on learning achievement in a blended learning environment (2010)Exploring problem solving pat…A study of user experiences mediated by nomadic web content in a museum (2003)Technological novelty and open‐endedness: Two characteristics of interactive exhibits that contribute to the holding of visitor attention in a science museum (2003)Digital technologies and the museum experience: handheld guides and other media (2009)Exploring the behavioral patterns of learners in an educational massively multiple online role-playing game (MMORPG) (2011)An Investigation of University Students’ Collaborative Inquiry Learning Behaviors in an Augmented Reality Simulation and a Traditional Simulation (2014)Exploring the behavioral patterns of Co-regulation in mobile computer-supported collaborative learning (2016)Criteria for assessing the trustworthiness of naturalistic inquiries (1981)Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers (2007)Mobile game‐based learning in secondary education: engagement, motivation and learning in a mobile city game (2009)A Review of Location-based Games: Do They All Support Exercise, Social Interaction and Cartographical Training? (2019)Exploring group interactions in synchronous mobile computer-supported learning activities (2019)Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review (2024)“When I come down I'm in the domain state”: grammar and graphic representation in the interpretive activity of physicists (1996)Designs for learning: Studying science museum exhibits that do more than entertain (2004)When You and I Share Perspectives (2008)Making Space for Place: Mapping Tools and Practices to Teach for Spatial Justice (2017)Digital Exhibit Labels in Museums (2018)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Blended Learning Environments: Definitions and Directions. (2003)The Handbook of Blended Learning: Global Perspectives, Local Designs (2005)Engaging online learners: The impact of Web-based learning technology on college student engagement (2009)Tool-use in a blended undergraduate course: In Search of user profiles (2011)Examining communities of inquiry in Massive Open Online Courses: The role of study strategies (2018)A meta-analysis of effects of blended learning on performance, attitude, achievement, and engagement across different countries (2023)Qualitative Data Analysis: An Expanded Sourcebook (1994)Metaphors We Live By (2003)Reflections and looking ahead for CSCL: digital infrastructures, digital tools, and collaborative learning (2019)Trajectories of Physical Engagement and Expression in a Co-Creative Museum Installation (2019)Participating in Online Museum Communities: An Empirical Study of Taiwan’s Undergraduate Students (2021)The Coding Manual for Qualitative Researchers (2025)Exploring Satisfying Experiences in Museums (1999)Using thematic analysis in psychology (2006)Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts (2020)Design of Digital Interaction for Complex Museum Collections (2020)Exploring the role of immersive technology in digitally representing contemporary crafts within hybrid museum exhibitions: a scoping review (2024)Situated Cognition and the Culture of Learning (1989)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning Conversations in Museums (2003)Evaluating Interactive Digital Exhibit Characteristics in Science Museums and Their Effects on Child Engagement (2022)Mobile Serious Game for Enhancing User Experience in Museum (2022)Enhancing User Experience in Interactive Virtual Museums for Cultural Heritage Learning Through Extended Reality: The Case of Sanxingdui Bronzes (2025)Location- and Time-Based Information Delivery in Tourism (2003)Mobile Technology for Children: Designing for Interaction and Learning (2009)Design and implementation of a student-generated virtual museum in a language curriculum to enhance collaborative multimodal meaning-making (2010)Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums (2020)Playing Games with Tito (2021)Algorithmic Ways of Seeing: Using Object Detection to Facilitate Art Exploration (2024)
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References

  • 2003The Electronic Guidebook: A study of user experiences using mobile web content in a museum setting110 cited

Cited by

  • 2010Exploring problem solving patterns and their impact on learning achievement in a blended learning environment167 cited
  • 2010Mobile guide system using problem‐solving strategy for museum learning: a sequential learning behavioural pattern analysis87 cited
  • 2019Human-Computer Interactions in Museums73 cited
  • 2014Group-based mobile learning: Do group size and sharing mobile devices matter?69 cited
  • 2010MuseumScrabble55 cited
  • 2019Human-Computer Interactions in Museums51 cited
  • 2014Interpreting data from within48 cited
  • 2017The value of learning talk: applying a novel dialogue scoring method to inform interaction design in an open-ended, embodied museum exhibit48 cited
  • 2021Improving Children's Cultural Heritage Experience Using Game-based Learning at a Living Museum45 cited
  • 2012Enriching Archaeological Parks with Contextual Sounds and Mobile Technology43 cited
  • 2012Collaborative museums42 cited
  • 2019Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing Perspective35 cited
  • 2023Lessons Learned on Engaging Teenage Visitors in Museums with Story-Based and Game-Based Strategies

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32 cited
  • 2013Integrating Traditional Learning and Games on Large Displays: An Experimental Study31 cited
  • 2017The Ocean Game28 cited
  • 2013The Collaborative Work of Heritage: Open Challenges for CSCW27 cited