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Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History
12 references·0 citing·44 second hop
Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History (2011)Towards an Online Multiplayer Serious Gam…Digital Natives, Digital Immigrants (2013)Digital Natives, Digital Immi…Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immi…Kurio (2009)KurioEnhancing the educational value of video games (2009)Enhancing the educational val…Using animation and interactive virtual technology to create interpretive materials for museum learning and promotion (2008)Using animation and interacti…User centered game design (2008)User centered game designTraining social learning skills by collaborative mobile gaming in museums (2008)Training social learning skil…A game-engine based virtual museum authoring and presentation system (2008)A game-engine based virtual m…Cognitive science implications for enhancing training effectiveness in a serious gaming context (2007)Cognitive science implication…Mystery at the museum (2005)Mystery at the museumBuilding Virtual and Augmented Reality museum exhibitions (2004)Building Virtual and Augmente…A lightweight XML driven architecture for the presentation of virtual cultural exhibitions (ARCOLite) (2004)A lightweight XML driven arch…Digital Natives, Digital Immigrants Part 1 (2001)Digital Natives, Digital Immigrants Part 2: Do They Really Think Differently? (2001)First year students' experiences with technology: Are they really digital natives? (2008)H. Sapiens Digital: From Digital Immigrants and Digital Natives to Digital Wisdom (2009)Teaching digital natives: Partnering for real learning (2010)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1956)The magical number seven, plus or minus two: Some limits on our capacity for processing information. (1994)Motivation and Personality (1997)Designing Effective Serious Games: Opportunities and Challenges for Research (2010)A serious game model for cultural heritage (2012)Research Note—Gamification of Technology-Mediated Training: Not All Competitions Are the Same (2016)Virtual Museums and Virtual Realities. (1991)Virtual museums for all: employing game technology for edutainment (2004)Serious Games in Cultural Heritage (2009)Art history concepts at play with ThIATRO (2013)Heuristics from Curating and Exhibiting Game Art in the 21st Century (2017)Foreign Language Classroom Anxiety (1986)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Design and evaluation of a Serious Game for immersive cultural training (2010)The use of massively multiplayer online role-playing games in CALL: an analysis of research (2016)A mixed-methods study of the incidental acquisition of foreign language vocabulary and healthcare knowledge through serious game play (2022)A study of user experiences mediated by nomadic web content in a museum (2003)Learning to collaborate: Designing collaboration in a 3-D game environment (2006)Designing an electronic guidebook for learning engagement in a museum of history (2009)A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Mystery in the museum (2005)MuseumScrabble (2010)Play and Interpret in Art Museum’s Games: A Systematic Review (2023)Digital game-based learning (2003)Supporting authors in the development of task‐based learning in serious virtual worlds (2009)THE PSYCHOLOGY OF PERSONAL CONSTRUCTS (2010)Towards a Comprehensive Methodology for the Research and Evaluation of Serious Games (2012)Digital Game-Based Learning (2020)Learning in the Museum (2002)Group-based mobile learning: Do group size and sharing mobile devices matter? (2014)Tango cards (2014)Human-Computer Interactions in Museums (2019)Virtual museums, a survey and some issues for consideration (2009)When art meets tech: The role of augmented reality in enhancing museum experiences and purchase intentions (2018)A systematic review of digital transformation technologies in museum exhibition (2024)The ‘digital natives’ debate: A critical review of the evidence (2008)Understanding Generation Y and their use of social media: a review and research agenda (2013)
this work references cited by second hop

References

  • 2012Digital Natives, Digital Immigrants7,107 cited
  • 2013Digital Natives, Digital Immigrants3,238 cited
  • 2004Building Virtual and Augmented Reality museum exhibitions377 cited
  • 2007Cognitive science implications for enhancing training effectiveness in a serious gaming context249 cited
  • 2005Mystery at the museum125 cited
  • 2008User centered game design101 cited
  • 2009Enhancing the educational value of video games91 cited
  • 2009Kurio54 cited
  • 2008A game-engine based virtual museum authoring and presentation system22 cited
  • 2008Training social learning skills by collaborative mobile gaming in museums15 cited
  • 2004A lightweight XML driven architecture for the presentation of virtual cultural exhibitions (ARCOLite)6 cited
  • 2008Using animation and interactive virtual technology to create interpretive materials for museum learning and promotion4 cited

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