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TimeQuestAR: Unfolding Cultural Narratives via Situated Visualizations
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TimeQuestAR: Unfolding Cultural Narratives via Situated Visualizations (2023)TimeQuestAR: Unfolding Cultural Narrative…HeritageSite AR: An Exploration Game for Quality Education and Sustainable Cultural Heritage✱ (2023)HeritageSite AR: An Explorati…Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors (2020)Situated Tangible Gamificatio…Phygital Heritage: An Approach For Heritage Communication (2020)Phygital Heritage: An Approac…Guidelines for Combining Storytelling and Gamification (2019)Guidelines for Combining Stor…Narrative Theories and Learning in Contemporary Art Museums: A Theoretical Exploration (2016)Narrative Theories and Learni…Nanjing-an ancient city rising in transitional China (2015)Nanjing-an ancient city risin…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…ECONOMIC RESTRUCTURING AND SUBURBANIZATION IN CHINA (2000)Development Zones, Foreign Investment, and Global City Formation in Shanghai* (2005)Society: Realizing China's urban dream (2014)Urban land expansion and the transitional mechanisms in Nanjing, China (2015)Factors associated with home-based e-working and e-shopping in Nanjing, China (2017)Amenity effects of urban facilities on housing prices in China: Accessibility, scarcity, and urban spaces (2019)Life as Narrative (1987)The Narrative Construction of Reality (1991)Chickens, aprons, markets, and cans (2017)Archive or exhibition?: A comparative case study of the real and virtual Pitt Rivers Museum (2023)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Development and validation of brief measures of positive and negative affect: The PANAS scales. (1988)Using thematic analysis in psychology (2006)Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums (2020)Designing mobile museum experiences for teenagers (2022)Education, Entertainment, and Engagement in Museums in the Digital Age (2023)Integrating material and digital (2013)The Phygital experience in the smart tourism destination (2019)Exploring the hedonic factors affecting customer experiences in phygital retailing (2022)The phygital transformation: a systematic review and a research agenda (2023)The Educational Role of the Museum (1994)Learning in the Museum (2002)Past for Future – museums as a digitalized “interaction platform” for value co-creation in tourism destinations (2022)A Systematic Literature Review of Gamification in/for Cultural Heritage: Leveling up, Going Beyond (2023)Youth participation in cultural heritage management: a conceptual framework (2023)Identity and the Museum Visitor Experience (2016)The Role of Cultural Heritage in Sustainable Development: Multidimensional Indicators as Decision-Making Tool (2017)Phone vs. Tangible in Museums (2018)Silk Road Journey: A Real-time AI-based Interactive Art Installation for Silk Road Cultural Reenactment and Experience (2024)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)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 ‘digital natives’ debate: A critical review of the evidence (2008)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2020Situated Tangible Gamification of Heritage for Supporting Collaborative Learning of Young Museum Visitors102 cited
  • 2015Nanjing-an ancient city rising in transitional China55 cited
  • 2020Phygital Heritage: An Approach For Heritage Communication51 cited
  • 2023HeritageSite AR: An Exploration Game for Quality Education and Sustainable Cultural Heritage✱26 cited
  • 2019Guidelines for Combining Storytelling and Gamification24 cited
  • 2016Narrative Theories and Learning in Contemporary Art Museums: A Theoretical Exploration14 cited

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