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Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum
3 references·1 citing·21 second hop
Museums, games, and historical imagination: student responses to a games-based experience at the Australian National Maritime Museum (2016)Museums, games, and historical imaginatio…How Web 2.0 is Changing the Nature of Museum Work (2010)How Web 2.0 is Changing the N…Students’ perceptions about the use of video games in the classroom (2009)Students’ perceptions about t…Evaluation of unsupervised semantic mapping of natural language with Leximancer concept mapping (2006)Evaluation of unsupervised se…Exploring the Digital Atmosphere of Museums: Perspectives and Potential (2023)Exploring the Digital Atmosph…FROM BEING ABOUT SOMETHING TO BEING FOR SOMEBODY : THE ONGOING TRANSFORMATION OF THE AMERICAN MUSEUM (1999)Museums and the Web 2006: Proceedings. (2006)Hot Topics, Public Culture, Museums (2010)Bridging contexts and interpretations: Mobile blogging on art museum field trips (2011)Museums and social media: Catalonia as a case study (2015)Museums creating value and developing intellectual capital by technology (2018)The Measurement of Meaning (1957)Telling more than we can know: Verbal reports on mental processes. (1977)Content Analysis: An Introduction to its Methodology. (1984)Is Corporate Responsibility Converging? A Comparison of Corporate Responsibility Reporting in the USA, UK, Australia, and Germany (2008)A Bibliometric Review of Open Innovation: Setting a Research Agenda (2016)Emergency remote teaching in higher education: mapping the first global online semester (2021)Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Self-Efficacy: The Exercise of Control (1999)Internet parenting styles and the impact on Internet use of primary school children (2010)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)Why do people play games? A meta-analysis (2017)Servicescapes: The Impact of Physical Surroundings on Customers and Employees (1992)Core affect, prototypical emotional episodes, and other things called emotion: Dissecting the elephant. (1999)Core affect and the psychological construction of emotion. (2003)
this work references cited by second hop

References

  • 2006Evaluation of unsupervised semantic mapping of natural language with Leximancer concept mapping1,205 cited
  • 2009Students’ perceptions about the use of video games in the classroom510 cited
  • 2010How Web 2.0 is Changing the Nature of Museum Work44 cited

Cited by

  • 2023Exploring the Digital Atmosphere of Museums: Perspectives and Potential5 cited

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