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Aplicación lúdica de la realidad aumentada (RA) en el Museo de Ciencias en Madrid, España
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Aplicación lúdica de la realidad aumentada (RA) en el Museo de Ciencias en Madrid, España (2023)Aplicación lúdica de la realidad aumentad…New technology in Museums: AR and VR video games are coming (2021)New technology in Museums: AR…The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health (2016)The Learning Affordances of A…How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)How gamification motivates: A…Evaluating indicator-based methods of ‘measuring long-term impacts of a science center on its community’ (2015)Evaluating indicator-based me…Museos sociales. Perfiles museísticos en Twitter y Facebook 2012-2013 (2014)Museos sociales. Perfiles mus…Salir del aula...Aprender de otros contextos. Patrimonio natural, museos e Internet (2011)Salir del aula...Aprender de …Realidad virtual: Un medio de comunicación de contenidos. Aplicación como herramienta educativa y factores de diseño e implantación en museos y espacios públicos (2011)Realidad virtual: Un medio de…The Participatory Museum (2010)The Participatory MuseumVirtual museums as a teaching and learning tool (2006)Virtual museums as a teaching…Re-Imagining the Museum (2003)Re-Imagining the MuseumRules of Play: Game Design Fundamentals (2003)Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video games (2020)Manual de museología (1994)Los museos y sus visitantes (1998)El museo didáctico virtual del patrimonio histórico-educativo andaluz como recurso para la enseñanza de la historia de la educación (2009)Museos y la Internet:contextos para la innovación (2015)Museos y pandemia: estrategias para la difusión educomunicativa del patrimonio (2022)Museum marketing and strategy : designing missions, building audiences, generating revenue and resources (2008)Predicting Elections with Twitter: What 140 Characters Reveal about Political Sentiment (2010)Estrategia comunicativa digital en el museo (2012)Comunicación en museos a través de redes sociales durante la pandemia (2021)Instagram as a participatory tool: A comparative analysis of six Spanish museums (2023)EduComR: Instrument for the Analysis of Museum Educommunication on Social Media (2024)Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)Measuring the impact of a science center on its community (2010)Quantifying long‐term impact of zoo and aquarium visits on biodiversity‐related learning outcomes (2017)The Content Analysis Guidebook (2017)Science Communication in South Africa (2019)Investigating diversity in European audiences for public engagement with research: Who attends European Researchers’ Night in Ireland, the UK and Malta? (2021)Experiential Learning : Experience as the Source of Learning and Development (1983)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Heritage Education and Research in Museums. Conceptual, Intellectual and Social Structure within a Knowledge Domain (2000–2019) (2021)Promoting interest, positive emotions, and knowledge using augmented reality in a museum setting (2021)VR, AR, gamification and AI towards the next generation of systems supporting cultural heritage: addressing challenges of a museum context (2024)Intrinsic Motivation and Self-Determination in Human Behavior (1985)The need to belong: Desire for interpersonal attachments as a fundamental human motivation. (1995)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)The Gamification of Learning: a Meta-analysis (2019)Basic psychological need theory: Advancements, critical themes, and future directions (2020)The impact of gamification on learning and instruction: A systematic review of empirical evidence (2020)Museums and the Shaping of Knowledge (1992)Seriously considering play: Designing interactive learning environments based on the blending of microworlds, simulations, and games (1996)A systematic literature review of empirical evidence on computer games and serious games (2012)Interactive Display of Images in Digital Exhibition Halls under Artificial Intelligence and Mixed Reality Technology (2022)Gamification in tourism research: A systematic review, current insights, and future research avenues (2023)In real life: Gaming community engagement in museums (2024)Museums as educational social spaces (2014)Museos virtuales iberoamericanos en español como contextos de enseñanza y aprendizaje de las ciencias naturales (2019)Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage (2020)THE DEVIL IS IN THE DETAIL: Museum Displays and the Creation of Knowledge (2010)The politics of community heritage: motivations, authority and control (2010)Digital heritage interpretation: a conceptual framework (2018)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

  • 2016How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction2,059 cited
  • 2010The Participatory Museum900 cited
  • 2003Re-Imagining the Museum256 cited
  • 2021New technology in Museums: AR and VR video games are coming40 cited
  • 2011Salir del aula...Aprender de otros contextos. Patrimonio natural, museos e Internet40 cited
  • 2016The Learning Affordances of Augmented Reality for Museum Exhibits on Human Health38 cited
  • 2014Museos sociales. Perfiles museísticos en Twitter y Facebook 2012-201325 cited
  • 2011Realidad virtual: Un medio de comunicación de contenidos. Aplicación como herramienta educativa y factores de diseño e implantación en museos y espacios públicos18 cited
  • 2015Evaluating indicator-based methods of ‘measuring long-term impacts of a science center on its community’16 cited
  • 2006Virtual museums as a teaching and learning tool13 cited

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