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Entertaining the similarities and distinctions between serious games and virtual heritage projects
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Entertaining the similarities and distinctions between serious games and virtual heritage projects (2015)Entertaining the similarities and distinc…Learning cultural heritage by serious games (2013)Learning cultural heritage by…Assessment in and of Serious Games: An Overview (2013)Assessment in and of Serious …Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Serious games as new educatio…Serious Games and Edutainment Applications (2011)Serious Games and Edutainment…Origins of Serious Games (2011)Origins of Serious GamesThe Participatory Museum (2010)The Participatory MuseumDeveloping serious games for cultural heritage: a state-of-the-art review (2010)Developing serious games for …Virtual museums, a survey and some issues for consideration (2009)Virtual museums, a survey and…The Revolution Will be Networked (2009)The Revolution Will be Networ…Current Practices in Serious Game Research (2009)Current Practices in Serious …A Conceptual Framework for Serious Games (2009)A Conceptual Framework for Se…Serious Games : An Overview (2007)Serious Games : An OverviewDigital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless. (2006)Digital Game-Based Learning: …News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout (2005)News vs. Entertainment: How I…Video game violence (1998)Video game violenceSerious Games (1970)Serious GamesWhat Video Games Have to Teach Us about Learning and Literacy (2004)The ECAR Study of Undergraduate Students and Information Technology, 2007 (2007)Information technology and Gen Z: The role of teachers, the internet, and technology in the education of young people (2021)Digital game-based learning: Towards an experiential gaming model (2005)Digital Game-Based Learning in high school Computer Science education: Impact on educational effectiveness and student motivation (2008)CONSORT 2010 Statement: Updated Guidelines for Reporting Parallel Group Randomized Trials (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Understanding Cognitive Load in Digital and Online Learning: a New Perspective on Extraneous Cognitive Load (2021)Foundations of social theory (1990)Bowling alone (2000)Bowling alone: the collapse and revival of American community (2000)Did Social Media Really Matter? College Students' Use of Online Media and Political Decision Making in the 2008 Election (2010)Social research 2.0: virtual snowball sampling method using Facebook (2012)Social media and citizen engagement: A meta-analytic review (2015)Flow: the psychology of optimal experience (1990)A systematic literature review of empirical evidence on computer games and serious games (2012)Serious Games for education and training (2014)Assessing the effectiveness of digital game-based learning: Best practices (2015)The Role of Serious Games, Gamification and Industry 4.0 Tools in the Education 4.0 Paradigm (2019)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)An Economic Theory of Democracy. (1958)Voice and Equality (1995)Voice and equality: civic voluntarism in American politics (1996)Citizens, Knowledge, and the Information Environment (2006)A Two-Step Flow of Influence? (2009)White backlash: immigration, race, and American politics (2015)Museums and the Shaping of Knowledge (1992)Museums and the Shaping of Knowledge (1992)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)New technologies in cultural institutions: theory, evidence and policy implications (2011)Digital storytelling and audience engagement in cultural heritage management: A collaborative model based on the Digital City of Thessaloniki (2018)Serious Games: Games That Educate, Train, and Inform (2005)Why so serious? On the relation of serious games and learning (2010)Immersive virtual reality serious games for evacuation training and research: A systematic literature review (2018)Gamification of health professions education: a systematic review (2020)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Museums and the ‘new museology’: theory, practice and organisational change (2013)Equity in informal science education: developing an access and equity framework for science museums and science centres (2014)The Organization of Informal Learning (2016)
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References

  • 2006Digital Game-Based Learning: It's Not Just the Digital Natives Who Are Restless.1,172 cited
  • 2005News vs. Entertainment: How Increasing Media Choice Widens Gaps in Political Knowledge and Turnout955 cited
  • 2007Serious Games : An Overview946 cited
  • 1970Serious Games921 cited
  • 2010The Participatory Museum900 cited
  • 2012Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies726 cited
  • 2013Learning cultural heritage by serious games702 cited
  • 2013Assessment in and of Serious Games: An Overview595 cited
  • 2009Virtual museums, a survey and some issues for consideration513 cited
  • 2009The Revolution Will be Networked450 cited
  • 2011Origins of Serious Games420 cited
  • 2010Developing serious games for cultural heritage: a state-of-the-art review357 cited
  • 1998Video game violence322 cited
  • 2011Serious Games and Edutainment Applications315 cited
  • 2009Current Practices in Serious Game Research219 cited
  • 2009A Conceptual Framework for Serious Games217 cited

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