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Designing ubiquitous computing to enhance children's interaction in museums
4 references·16 citing·40 second hop
Designing ubiquitous computing to enhance children's interaction in museums (2005)Designing ubiquitous computing to enhance…Supporting Science Learning in Museums (2003)Supporting Science Learning i…Learning Conversations in Museums (2003)Learning Conversations in Mus…Hands-On Exhibitions: Managing Interactive Museums and Science Centres (1998)Hands-On Exhibitions: Managin…Experience and Education (1986)Experience and EducationDesigning with teenagers: A teenage perspective on enhancing mobile museum experiences (2022)Designing with teenagers: A t…Supporting group interactions in museum visiting (2014)Supporting group interactions…From personalization to adaptivity – Creating immersive visits through interactive digital storytelling at the Acropolis Museum (2013)From personalization to adapt…Measuring enjoyment of an interactive museum experience (2012)Measuring enjoyment of an int…Participatory design at the museum (2010)Participatory design at the m…MuseumScrabble (2010)MuseumScrabbleModeling visitors' profiles (2010)Modeling visitors' profilesFamilial collaborations in a museum (2009)Familial collaborations in a …Characteristics of pervasive learning environments in museum contexts (2009)Characteristics of pervasive …"Playing with" museum exhibits (2009)"Playing with" museum exhibitsInteractive spatial multimedia for communication of art in the physical museum space (2008)Interactive spatial multimedi…Communicating art through interactive technology (2008)Communicating art through int…Interaction Design and Children (2007)Interaction Design and Childr…Children designers in the museum (2007)Children designers in the mus…"The Fire and The Mountain" (2007)"The Fire and The Mountain"Co-operative design of children'sinteraction in museums: a case studyin the Hunt Museum (2005)Co-operative design of childr…Introducing participatory design in museums (2004)The Museum Experience (2016)Creating tangible interactions with cultural heritage: lessons learned from a large scale, long term co-design project (2019)Framing collaborative processes of digital transformation in cultural organisations: from literary archives to augmented reality (2019)Human-Computer Interactions in Museums (2019)Mind in Society: The Development of Higher Psychological Processes (1978)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. (1994)Revisiting the visit: (2002)Effects of mobile gaming patterns on learning outcomes: a literature review (2012)A Review of Mobile Location-based Games for Learning across Physical and Virtual Spaces (2020)Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy (2021)Studies in Ethnomethodology. (1968)RFID enhances visitors' museum experience at the Exploratorium (2005)Families and Mobile Devices in Museums (2016)Supporting Group Coherence in a Museum Visit (2016)A Shoe Is a Shoe Is a Shoe: Interpersonalization and Meaning-making in Museums – Research Findings and Design Implications (2020)School Field Trips: Assessing Their Long‐Term Impact (1997)Paying Attention: Visitors and Museum Exhibitions (1998)A serious game model for cultural heritage (2012)Influence of personality on satisfaction with mobile phone services (2013)Digital Technologies and the Role of Data in Cultural Heritage: The Past, the Present, and the Future (2022)Do Game Designers’ Decisions Related to Visual Activities Affect Knowledge Acquisition in Cultural Heritage Games? An Evaluation From a Human Cognitive Processing Perspective (2019)Making Learning Fun : A Taxonomy of Intrinsic Motivations for Learning (2021)Interactive exhibitions design (2014)Towards Fourth-Generation Science Museums: Changing Goals, Changing Roles (2020)Stories of Experience and Narrative Inquiry (1990)Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge (2006)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)Research on Learning in Informal Contexts: Advancing the field? (2007)Socio-scientific Issues in the Classroom (2011)From Seeing to Observing: How Parents and Children Learn to See Science in a Botanical Garden (2017)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

  • 1986Experience and Education13,444 cited
  • 2003Learning Conversations in Museums801 cited
  • 1998Hands-On Exhibitions: Managing Interactive Museums and Science Centres106 cited
  • 2003Supporting Science Learning in Museums77 cited

Cited by

  • 2007Interaction Design and Children198 cited
  • 2010Participatory design at the museum64 cited
  • 2014Supporting group interactions in museum visiting64 cited
  • 2010Modeling visitors' profiles56 cited
  • 2009"Playing with" museum exhibits55 cited
  • 2010MuseumScrabble55 cited
  • 2007Children designers in the museum50 cited
  • 2012Measuring enjoyment of an interactive museum experience43 cited
  • 2008Interactive spatial multimedia for communication of art in the physical museum space38 cited
  • 2009Familial collaborations in a museum35 cited
  • 2013From personalization to adaptivity – Creating immersive visits through interactive digital storytelling at the Acropolis Museum31 cited
  • 2008Communicating art through interactive technology28 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

  • 2022Designing with teenagers: A teenage perspective on enhancing mobile museum experiences19 cited
  • 2005Co-operative design of children'sinteraction in museums: a case studyin the Hunt Museum19 cited
  • 2007"The Fire and The Mountain"14 cited
  • 2009Characteristics of pervasive learning environments in museum contexts12 cited