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The Innovative Design of a Museum Education System in China based on Visitor Perception Analysis
13 references·1 citing·49 second hop
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(2017)Thanks coefficient alpha, we’…Safeguarding intangible cultural heritage in an ethnic theme park setting – the case of Binglanggu in Hainan Province, China (2017)Safeguarding intangible cultu…The museum as information utility (1991)The museum as information uti…Social media and cultural interactive experiences in museums (1970)Social media and cultural int…A cross-cultural innovation: The methodology for adapting Moku-Zogan techniques to contemporary furniture design development (2026)A cross-cultural innovation: …Situated Learning: Legitimate Peripheral Participation. 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(2006)Improving Social Support for Older Adults Through Technology: Findings From the PRISM Randomized Controlled Trial (2016)The attitudes, impact, and learning needs of older adults using apps on touchscreen mobile devices: Results from a pilot study (2016)Analysis and Design of the Web Game on Descriptive Statistics through the ADDIE Model, Data Science and Machine Learning (2020)Technology Support Challenges and Recommendations for Adapting an Evidence-Based Exercise Program for Remote Delivery to Older Adults: Exploratory Mixed Methods Study (2021)Digital skills training for older people: The importance of the ‘lifeworld’ (2022)Diffusion of innovations. (2003)Open Innovation: The New Imperative for Creating and Profiting from Technology (2003)Diffusion of Innovations 1 (2019)Key Technology of Virtual Roaming System in the Museum of Ancient High-Imitative Calligraphy and Paintings (2020)Art of innovating in the arts: definitions, determinants, and mode of innovation in creative industries, a systematic review (2022)Curators or creators: Role configurations of digital innovation strategy in museum tourism destination and the principles underlying their attractiveness (2024)The Hidden Dimension (1973)Inclusion of Other in the Self Scale and the structure of interpersonal closeness. (1992)Establishing and maintaining long-term human-computer relationships (2005)Exploration on the Core Elements of Value Co-creation Driven by AI—Measurement of Consumer Cognitive Attitude Based on Q-Methodology (2022)Museums, exhibits and visitor satisfaction: a study of the Cham Museum, Danang, Vietnam (2013)A review of audio guides in the era of smart tourism (2016)Virtual exhibitions and communication factors (2018)Assessing students’ continuance intention in using multimedia online learning (2019)Critical Factors Influencing Cost Overrun in Construction Projects: A Fuzzy Synthetic Evaluation (2022)The mediating effect of digital literacy and self-regulation on the relationship between emotional intelligence and academic stress among university students: a cross-sectional study (2024)US Consumers’ Online Shopping Behaviors and Intentions During and After the COVID-19 Pandemic (2021)Assessment of AI ethical reflection: the development and validation of the AI ethical reflection scale (AIERS) for university students (2025)The Effect of AI Gamification on Students’ Engagement and Academic Achievement in Malaysia: SEM Analysis Perspectives (2025)
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References

  • 2017Thanks coefficient alpha, we’ll take it from here.2,524 cited
  • 2019What Is the Best Response Scale for Survey and Questionnaire Design; Review of Different Lengths of Rating Scale / Attitude Scale / Likert Scale388 cited
  • 2017Validity Testing of Technology Acceptance Model Based on Factor Analysis Approach110 cited
  • 2019Human-Like Guide Robot that Proactively Explains Exhibits90 cited
  • 1991The museum as information utility75 cited
  • 2018How to help older adults learn new technology? Results from a multiple case research interviewing the internet technology instructors at the senior learning center62 cited
  • 2017Safeguarding intangible cultural heritage in an ethnic theme park setting – the case of Binglanggu in Hainan Province, China50 cited
  • 1970Social media and cultural interactive experiences in museums40 cited
  • 2018The role of collaboration in innovation at cultural and creative organisations. The case of the museum37 cited
  • 2017The example application of genetic algorithm for the framework of cultural and creative brand design in Tamsui Historical Museum29 cited
  • 2022Innovation and Development of Cultural and Creative Industries Based on Big Data for Industry 5.028 cited
  • 2022A Special Ancient Bronze Sword and Its Possible Manufacturing Technique from Materials Science Analysis8 cited
  • 2021Moving Spaces Enacting Dance, Performance, and the Digital in the Museum6 cited

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  • 2026A cross-cultural innovation: The methodology for adapting Moku-Zogan techniques to contemporary furniture design development1 cited