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Técnicas de gamificación en el turismo, prueba de aplicación, Casa Museo Mosquera
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Técnicas de gamificación en el turismo, prueba de aplicación, Casa Museo Mosquera (2015)Técnicas de gamificación en el turismo, p…Using Augmented Reality and Social Media in Mobile Applications to Engage People on Cultural Sites (2014)Using Augmented Reality and S…Research on Motivation, Experience, Satisfaction and Behavioral Intention of Museum Tourism—A Case of Macau Museum (2014)Research on Motivation, Exper…Psychological Theory and the Gamification of Learning (2014)Psychological Theory and the …A systematic mapping on gamification applied to education (2014)A systematic mapping on gamif…Gamification in Tourism (2013)Gamification in TourismGame-based e-learning for urban tourism education through an online scenario game (2019)Game-based e-learning for urb…Telegeoinformatics: location-based computing and services (2004)The Participatory Museum (2010)Heritage and Social Media (2012)Urban computing cyberinfrastructure (2021)Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions (2000)Service-dominant logic: continuing the evolution (2007)From game design elements to gamefulness (2011)Meeting the needs of the Millennials and Generation Z: gamification in tourism through geocaching (2018)Main gamification concepts: A systematic mapping study (2019)Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review (2021)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Intrinsic Motivation and Self-Determination in Human Behavior (1988)Gamification through leaderboards: An empirical study in engineering education (2019)Una revisión sistemática sobre gamificación, motivación y aprendizaje en universitarios (2019)Gamification to Enhance Motivation and Engagement in Blended eLearning for Technical and Vocational Education and Training (2020)What video games have to teach us about learning and literacy (2003)What Video Games Have to Teach Us about Learning and Literacy (2004)Using gamification to support learning English as a second language: a systematic review (2019)Tailored gamification: A review of literature (2020)Virtual reality and gamification in education: a systematic review (2024)Higher education for sustainability: seeking affective learning outcomes (2008)The effects of modern mathematics computer games on mathematics achievement and class motivation (2010)A mobile gamification learning system for improving the learning motivation and achievements (2014)Developing Competency in Local History in Future Teachers (2020)ORTAÖĞRETİM ÖĞRENCİLERİNİN COĞRAFYA DERSİNDEKİ TURİZM KONULARI HAKKINDAKİ GÖRÜŞLERİNİN ÇEŞİTLİ DEĞİŞKENLER AÇISINDAN İNCELENMESİ (2021)A Dynamic Process Model of Service Quality: From Expectations to Behavioral Intentions (1993)The Behavioral Consequences of Service Quality (1996)Assessing the effects of quality, value, and customer satisfaction on consumer behavioral intentions in service environments (2000)Exploring TripAdvisor Online Reviews: The Case of George Eastman Museum (2016)COVID-19 İle Değişen Müze Deneyimlerinin Turizm Coğrafyası Yaklaşımıyla Değerlendirilmesi: : Dünya'dan ve Türkiye'den Örnekler (2022)The Impact of Six Visual Factors on Users’ Cultural Participation Intentions in a Virtual Museum Environment: The Mediating Effect of Satisfaction (2025)
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References

  • 2014A systematic mapping on gamification applied to education428 cited
  • 2014Psychological Theory and the Gamification of Learning201 cited
  • 2013Gamification in Tourism164 cited
  • 2014Research on Motivation, Experience, Satisfaction and Behavioral Intention of Museum Tourism—A Case of Macau Museum16 cited
  • 2014Using Augmented Reality and Social Media in Mobile Applications to Engage People on Cultural Sites13 cited

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  • 2019Game-based e-learning for urban tourism education through an online scenario game35 cited

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