SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health
15 references·9 citing·36 second hop
The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health (2016)The Learning Affordances of Augmented Rea…Using augmented reality and knowledge-building scaffolds to improve learning in a science museum (2012)Using augmented reality and k…Narrative communication in cancer prevention and control: A framework to guide research and application (2007)Narrative communication in ca…THE ACT OF DISCOVERY (2006)THE ACT OF DISCOVERYDesigning ubiquitous computing to enhance children's learning in museums (2006)Designing ubiquitous computin…Mystery at the museum (2005)Mystery at the museumBuilding Virtual and Augmented Reality museum exhibitions (2004)Building Virtual and Augmente…Leaving a Trace (2003)Leaving a TracePerspectives on Object-Centered Learning in Museums (2002)Perspectives on Object-Center…Collective cognitive responsibility for the advancement of knowledge (2002)Collective cognitive responsi…The situativity of knowing, learning, and research. (1998)The situativity of knowing, l…From Knowledge to Narrative: Educators and the Changing Museum (1998)From Knowledge to Narrative: …Assessment and Classroom Learning (1998)Assessment and Classroom Lear…Situated Learning: Legitimate Peripheral Participation. (1994)Situated Learning: Legitimate…Situated Learning (1991)Situated LearningExperiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Enhancing Sustainability Decisions: AR and AI in Gamified Public Education for Environmental Decision-Making (2025)Enhancing Sustainability Deci…VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context (2024)VR, AR, gamification and AI t…Cultural–Historical Activity Theory as an integrative model of socioscientific issue based learning in museums using extended reality technologies (2024)Cultural–Historical Activity …Aplicación lúdica de la realidad aumentada (RA) en el Museo de Ciencias en Madrid, España (2023)Aplicación lúdica de la reali…[Retracted] Research on Museum Educational Display Based on Image Recognition Tracking (2022)[Retracted] Research on Museu…Promoting interest, positive emotions, and knowledge using augmented reality in a museum setting (2021)Promoting interest, positive …Participating in Online Museum Communities: An Empirical Study of Taiwan’s Undergraduate Students (2021)Participating in Online Museu…Heritage Education and Research in Museums. Conceptual, Intellectual and Social Structure within a Knowledge Domain (2000–2019) (2021)Heritage Education and Resear…Becoming butterflies (2017)Becoming butterfliesMotivational processes affecting learning. (1986)Classrooms: Goals, structures, and student motivation. (1992)The effects of feedback interventions on performance: A historical review, a meta-analysis, and a preliminary feedback intervention theory. (1996)Formative assessment and self‐regulated learning: a model and seven principles of good feedback practice (2006)The Power of Feedback (2007)Focus on Formative Feedback (2008)Actual Minds, Possible Worlds. (1986)The Narrative Construction of Reality (1991)Health Behavior and Health Education: Theory, Research, and Practice (1992)Narrative versus Nonnarrative: The Role of Identification, Transportation, and Emotion in Reducing Health Disparities (2013)Effective Messages in Vaccine Promotion: A Randomized Trial (2014)Impact of Narratives on Persuasion in Health Communication: A Meta-Analysis (2015)The Reflective Practitioner: How Professionals Think in Action (1985)Communities of practice learning, meaning, and identity (1999)Re-Embedding Situatedness: The Importance of Power Relations in Learning Theory (2003)On the Nature of “Context” in Chemical Education (2006)Learning identity: the joint emergence of social identification and academic learning (2007)Cognitive Load During Problem Solving: Effects on Learning (1988)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ICAP Framework: Linking Cognitive Engagement to Active Learning Outcomes (2014)Exploring Satisfying Experiences in Museums (1999)Dialogic inquiry in life science conversations of family groups in a museum (2003)Designs for learning: Studying science museum exhibits that do more than entertain (2004)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)Situated Cognition and the Culture of Learning (1989)Organizational Learning and Communities-of-Practice: Toward a Unified View of Working, Learning, and Innovation (1991)What Video Games Have to Teach Us about Learning and Literacy (2004)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)The ‘digital natives’ debate: A critical review of the evidence (2008)Models of Innovative Knowledge Communities and Three Metaphors of Learning (2004)Knowledge Building (2005)Handbook of Self-Regulation of Learning and Performance (2017)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)
this work references cited by second hop

References

  • 1994Situated Learning: Legitimate Peripheral Participation.39,454 cited
  • 1991Situated Learning33,773 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 1998Assessment and Classroom Learning8,137 cited
  • 1998The situativity of knowing, learning, and research.1,617 cited
  • 2006THE ACT OF DISCOVERY1,450 cited
  • 2002Collective cognitive responsibility for the advancement of knowledge937 cited
  • 2007Narrative communication in cancer prevention and control: A framework to guide research and application928 cited
  • 2004Building Virtual and Augmented Reality museum exhibitions377 cited
  • 1998From Knowledge to Narrative: Educators and the Changing Museum320 cited
  • 2002Perspectives on Object-Centered Learning in Museums245 cited
  • 2012Using augmented reality and knowledge-building scaffolds to improve learning in a science museum231 cited
  • 2005Mystery at the museum125 cited
  • 2006Designing ubiquitous computing to enhance children's learning in museums121 cited
  • 2003Leaving a Trace39 cited

Cited by

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

2021
Promoting interest, positive emotions, and knowledge using augmented reality in a museum setting
34 cited
  • 2021Heritage Education and Research in Museums. Conceptual, Intellectual and Social Structure within a Knowledge Domain (2000–2019)33 cited
  • 2024VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context32 cited
  • 2021Participating in Online Museum Communities: An Empirical Study of Taiwan’s Undergraduate Students30 cited
  • 2024Cultural–Historical Activity Theory as an integrative model of socioscientific issue based learning in museums using extended reality technologies6 cited
  • 2022[Retracted] Research on Museum Educational Display Based on Image Recognition Tracking4 cited
  • 2017Becoming butterflies4 cited
  • 2025Enhancing Sustainability Decisions: AR and AI in Gamified Public Education for Environmental Decision-Making2 cited
  • 2023Aplicación lúdica de la realidad aumentada (RA) en el Museo de Ciencias en Madrid, España2 cited