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Educational games for cultural heritage
13 references·1 citing·49 second hop
Educational games for cultural heritage (2019)Educational games for cultural heritageDigital Game-Based Learning (2020)Digital Game-Based LearningAnalyzing the educational design, use and effect of spatial games for cultural heritage: A literature review (2017)Analyzing the educational des…An approach for serious game development for cultural heritage (2013)An approach for serious game …A serious game model for cultural heritage (2012)A serious game model for cult…Situational interest and academic achievement in the active-learning classroom (2009)Situational interest and acad…Motivational engagement and video gaming: a mixed methods study (2009)Motivational engagement and v…MEETING VISITORS’ EXPECTATIONS - The Perceived Degree of Museumness (2009)MEETING VISITORS’ EXPECTATION…Conceptual Play Spaces (2009)Conceptual Play SpacesScientific Habits of Mind in Virtual Worlds (2008)Scientific Habits of Mind in …Educational Video Game Design: A Review of the Literature (2007)Educational Video Game Design…The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…Tutte le opere (1967)Tutte le opereTaxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain (1956)Taxonomy of Educational Objec…VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games (2022)VR Games in Cultural Heritage…Strategies of Discourse Comprehension (1985)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Students’ Interest and Engagement in Classroom Activities (2012)Situational interest and learning: Thirst for knowledge (2014)A meta-analysis of the effects of audience response systems (clicker-based technologies) on cognition and affect (2015)Situated Learning (1991)National Science Education Standards (1995)What Video Games Have to Teach Us about Learning and Literacy (2004)Children's Motivations for Video Game Play in the Context of Normal Development (2010)My Life as a Night Elf Priest (2010)The role of psychology in understanding the impact of computer games (2011)Naturalistic inquiry (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)Designing and Conducting Mixed Methods Research (2007)A study of learning and motivation in a new media enriched environment for middle school science (2011)Exploring the Implications of Virtual Reality Technology in Tourism Marketing: An Integrated Research Framework (2015)The effects of a mobile gamification app on elementary students’ Spanish achievement and self-efficacy (2017)Task-based Language Learning and Teaching (2003)What video games have to teach us about learning and literacy (2003)DynaMus: A fully dynamic 3D virtual museum framework (2016)Gamification and Game-Based Learning (2017)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)The Narrative Construction of Reality (1991)Games, Motivation, and Learning: A Research and Practice Model (2002)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Enhancing Learning Performance and Motivation of Cultural Heritage Using Serious Games (2020)Teaching Cultural Heritage through a Narrative-based Game (2020)Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games (2022)Learning cultural heritage by serious games (2013)Is it all a game? Understanding the principles of gamification (2015)Updating guidance for reporting systematic reviews: development of the PRISMA 2020 statement (2021)A Virtual Reality Museum to Reinforce the Interpretation of Contemporary Art and Increase the Educational Value of User Experience (2023)Continuance intention toward VR games of intangible cultural heritage: A stimulus-organism-response perspective (2024)Spatial distribution characteristics and influencing factors of traditional villages based on geodetector: Jiarong Tibetan in Western Sichuan, China (2024)A meta-analysis with examination of moderators of student cognition, affect, and learning outcomes while using serious educational games, serious games, and simulations (2017)Augmented Reality and Gamification in Education: A Systematic Literature Review of Research, Applications, and Empirical Studies (2022)Virtual reality and gamification in education: a systematic review (2024)The Theory and Practice of Online Learning (2008)A meta-analysis of the cognitive and motivational effects of serious games. (2013)Handbook of Self-Regulation of Learning and Performance (2017)Withdrawing From School (1989)A Revision of Bloom's Taxonomy: An Overview (2002)Identification and Assessment of Intercultural Competence as a Student Outcome of Internationalization (2006)
this work references cited by second hop

References

  • 1956Taxonomy of Educational Objectives: The Classification of Educational Goals, Handbook I: Cognitive Domain9,342 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 2020Digital Game-Based Learning2,893 cited
  • 2008Scientific Habits of Mind in Virtual Worlds535 cited
  • 2007Educational Video Game Design: A Review of the Literature521 cited
  • 2009Situational interest and academic achievement in the active-learning classroom403 cited
  • 2009Motivational engagement and video gaming: a mixed methods study265 cited
  • 2012A serious game model for cultural heritage176 cited
  • 2017Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review116 cited
  • 1967Tutte le opere113 cited
  • 2013An approach for serious game development for cultural heritage47 cited
  • 2009Conceptual Play Spaces40 cited
  • 2009MEETING VISITORS’ EXPECTATIONS - The Perceived Degree of Museumness6 cited

Cited by

  • 2022VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games139 cited

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