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Artful—An AR Social Self-Guided Tour App for Cultural Learning in Museum Settings
16 references·1 citing·34 second hop
Artful—An AR Social Self-Guided Tour App for Cultural Learning in Museum Settings (2023)Artful—An AR Social Self-Guided Tour App …GIFT: Hybrid Museum Experiences through Gifting and Play (2018)GIFT: Hybrid Museum Experienc…Advances in Social Media Research: Past, Present and Future (2017)Advances in Social Media Rese…The Museum Experience Revisited (2016)The Museum Experience Revisit…Testing the level of interactivity of institutional websites: From museums 1.0 to museums 2.0 (2015)Testing the level of interact…Between control and creativity: challenging co-creation and social media use in a museum context (2014)Between control and creativit…Connectivism (2011)ConnectivismThe Participatory Museum (2010)The Participatory MuseumTiming and Tracking: Unlocking Visitor Behavior (2009)Timing and Tracking: Unlockin…Learning in the Museum (2002)Learning in the MuseumCommunities of Practice (1998)Communities of PracticeVygotsky's Sociocultural Theory and Contributions to the Development of Constructivist Curricula (1996)Vygotsky's Sociocultural Theo…Visitor Meaning‐Making in Museums for a New Age (1995)Visitor Meaning‐Making in Mus…The long‐term impact of interactive exhibits (1991)The long‐term impact of inter…Situated Learning (1991)Situated LearningMind in Society (1980)Mind in SocietyThe origins of intelligence in children. (1952)The origins of intelligence i…Factors influencing visitors’ use of augmented reality technology in museum guided tours (2025)Factors influencing visitors’…Experimental and Quasi-Experimental Designs for Research (1963)The Structure of Scientific Revolutions (1963)Situated Learning: Legitimate Peripheral Participation. (1994)Bridging In-school and Out-of-school Learning: Formal, Non-Formal, and Informal Education (2006)Learning science in informal environments : people, places, and pursuits (2009)Learning Science in Informal Environments: People, Places, and Pursuits (2009)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)User Acceptance of Information Technology: Toward A Unified View1 (2003)Re-examining the Unified Theory of Acceptance and Use of Technology (UTAUT): Towards a Revised Theoretical Model (2017)Investigating the impact of social media advertising features on customer purchase intention (2018)Measuring social media influencer index- insights from facebook, Twitter and Instagram (2019)Impacts of influencer attributes on purchase intentions in social media influencer marketing: Mediating roles of characterizations (2021)Scaffolding as a Teaching Strategy (2002)Blending asynchronous discussion groups and peer tutoring in higher education: An exploratory study of online peer tutoring behaviour (2007)Social Constructivist Teaching Strategies in the Small Group Classroom (2013)Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries (2001)Participatory Communication with Social Media (2008)Conceptualizing the Visitor Experience: A Review of Literature and Development of a Multifaceted Model (2016)Motivation reconsidered: The concept of competence. (1959)Basic objects in natural categories (1976)On seeing human: A three-factor theory of anthropomorphism. (2007)A content service deployment plan for metaverse museum exhibitions—Centering on the combination of beacons and HMDs (2016)Customer experience in tourism: A review of definitions, components, and measurements (2020)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)Clusters and knowledge: local buzz, global pipelines and the process of knowledge creation (2004)Problem-Based Learning: What and How Do Students Learn? (2004)Skill and Cognition in Stone Tool Production (2002)Students Becoming Chemists: Developing Representationl Competence (2005)Digital game-based vocabulary learning: where are we and where are we going? (2019)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)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

  • 1991Situated Learning33,773 cited
  • 1998Communities of Practice23,452 cited
  • 1952The origins of intelligence in children.10,676 cited
  • 1980Mind in Society3,144 cited
  • 2017Advances in Social Media Research: Past, Present and Future1,288 cited
  • 2010The Participatory Museum900 cited
  • 2002Learning in the Museum779 cited
  • 2016The Museum Experience Revisited636 cited
  • 1995Visitor Meaning‐Making in Museums for a New Age263 cited
  • 1996Vygotsky's Sociocultural Theory and Contributions to the Development of Constructivist Curricula254 cited
  • 2009Timing and Tracking: Unlocking Visitor Behavior237 cited
  • 2011Connectivism159 cited
  • 1991The long‐term impact of interactive exhibits127 cited
  • 2014Between control and creativity: challenging co-creation and social media use in a museum context81 cited
  • 2015Testing the level of interactivity of institutional websites: From museums 1.0 to museums 2.072 cited
  • 2018GIFT: Hybrid Museum Experiences through Gifting and Play25 cited

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  • 2025Factors influencing visitors’ use of augmented reality technology in museum guided tours5 cited