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Evaluating the Effectiveness of Serious Games for Cultural Awareness: The Icura User Study
7 references·3 citing·36 second hop
Evaluating the Effectiveness of Serious Games for Cultural Awareness: The Icura User Study (2014)Evaluating the Effectiveness of Serious G…Learning cultural heritage by serious games (2013)Learning cultural heritage by…Art history concepts at play with ThIATRO (2013)Art history concepts at play …A serious game model for cultural heritage (2012)A serious game model for cult…Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History (2011)Towards an Online Multiplayer…Design and evaluation of a Serious Game for immersive cultural training (2010)Design and evaluation of a Se…Taxonomy of Educational Objectives: The Classification of Educational Goals. (1956)Taxonomy of Educational Objec…Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…Designing and evaluating Reto Global, a serious video game for supporting global warming awareness (2023)Designing and evaluating Reto…Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients (2022)Deep Reinforcement Learning-B…The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study (2016)The Use of Serious Games in M…The construction of reality in the child. (1954)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Gamifying cultural heritage: Exploring the potential of immersive virtual exhibitions (2024)Driving Innovation and Sustainable Development in Cultural Heritage Education Through Digital Transformation: The Role of Interactive Technologies (2025)Task-based Language Learning and Teaching (2003)Assessment in and of Serious Games: An Overview (2013)Mapping learning and game mechanics for serious games analysis (2014)Experiential Learning : Experience as the Source of Learning and Development (1983)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Information and Communication Technologies in Tourism 2014 (2013)Using Gamification to Enhance Second Language Learning. (2015)Cultural tourism: A review of recent research and trends (2018)Serious Games (1970)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)Serious Games: Games That Educate, Train, and Inform (2005)Building Virtual and Augmented Reality museum exhibitions (2004)Digital Natives, Digital Immigrants (2012)Digital Natives, Digital Immigrants (2013)An Overview of Serious Games (2014)Designing for cultural learning and reflection using IoT serious game approach (2020)Application of cognitive, skill-based, and affective theories of learning outcomes to new methods of training evaluation. (1993)A systematic literature review of empirical evidence on computer games and serious games (2012)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Exploring the educational impact of diverse technologies in online virtual museums (2017)Game-Based Learning in Museums—Cultural Heritage Applications (2019)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Development and validation of a geriatric depression screening scale: A preliminary report (1982)Effects of Feedback in a Computer-Based Learning Environment on Students’ Learning Outcomes (2015)Serious Games for Mental Health: Are They Accessible, Feasible, and Effective? A Systematic Review and Meta-analysis (2017)A Revision of Bloom's Taxonomy: An Overview (2002)The Discovery of Grounded Theory (2017)The Use of Cronbach’s Alpha When Developing and Reporting Research Instruments in Science Education (2017)A Systems Approach to Conduct an Effective Literature Review in Support of Information Systems Research (2006)The Development of Epistemological Theories: Beliefs About Knowledge and Knowing and Their Relation to Learning (1997)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)
this work references cited by second hop

References

  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals.4,598 cited
  • 2013Learning cultural heritage by serious games774 cited
  • 2012A serious game model for cultural heritage176 cited
  • 2010Design and evaluation of a Serious Game for immersive cultural training85 cited
  • 2013Art history concepts at play with ThIATRO47 cited
  • 2011Towards an Online Multiplayer Serious Game Providing a Joyful Experience in Learning Art History34 cited

Cited by

  • 2016The Use of Serious Games in Museum Visits and Exhibitions: A Systematic Mapping Study93 cited
  • 2023Designing and evaluating Reto Global, a serious video game for supporting global warming awareness24 cited
  • 2022Deep Reinforcement Learning-Based iTrain Serious Game for Caregivers Dealing with Post-Stroke Patients23 cited

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