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The value of technology and interactive systems in cultural heritage interpretation: a study based on existing empirical research
16 references·2 citing·47 second hop
The value of technology and interactive systems in cultural heritage interpretation: a study based on existing empirical research (2024)The value of technology and interactive s…What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum (2022)What Drives Users to Adopt a …VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games (2022)VR Games in Cultural Heritage…Lessons learned from supplementing archaeological museum exhibitions with virtual reality (2019)Lessons learned from suppleme…Enhancing art gallery visitors’ learning experience using wearable augmented reality: generic learning outcomes perspective (2016)Enhancing art gallery visitor…Integrating a Location-Based Mobile Game in the Museum Visit (2015)Integrating a Location-Based …The Role of Authentic Objects in Museums of the History of Science and Technology: Findings from a visitor study (2014)The Role of Authentic Objects…Developing serious games for cultural heritage: a state-of-the-art review (2010)Developing serious games for …Interpreting our heritage (2009)Interpreting our heritageThe Four-Phase Model of Interest Development (2006)The Four-Phase Model of Inter…Using the contextual model of learning to understand visitor learning from a science center exhibition (2005)Using the contextual model of…Standard Quality Assessment Criteria for Evaluating Primary Research Papers from a Variety of Fields (2004)Standard Quality Assessment C…Measuring Learning Outcomes in Museums, Archives and Libraries: The Learning Impact Research Project (LIRP) (2004)Measuring Learning Outcomes i…Welcome to the experience economy. (1998)Welcome to the experience eco…The relation of interest to the motivation of behavior: A self-determination theory perspective. (1992)The relation of interest to t…Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)Perceived Usefulness, Perceiv…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Research on the Adaptive Development of Traditional Architectural Decorative Crafts: A Case Study of Chaozhou Inlaid Porcelain (2025)Research on the Adaptive Deve…Large Language Models to Enhance Learning in Cultural Heritage (2025)Large Language Models to Enha…Belief, Attitude, Intention and Behavior: An Introduction to Theory and Research (1975)Self-efficacy mechanism in human agency. 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(1977)Self-Efficacy: The Exercise of Control (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Stichwort: Professionelle Kompetenz von Lehrkräften (2006)Implications for educational practice of the science of learning and development (2019)From expectancy-value theory to situated expectancy-value theory: A developmental, social cognitive, and sociocultural perspective on motivation (2020)Virtual museums for all: employing game technology for edutainment (2004)How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)Virtual museums, a survey and some issues for consideration (2009)A serious game model for cultural heritage (2012)Can Serious Games Contribute to Developing and Sustaining 21st Century Skills? 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The role of situational and individual factors in three school subjects. (2008)Situational interest and academic achievement in the active-learning classroom (2009)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

  • 1989Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology68,271 cited
  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
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  • 2022VR Games in Cultural Heritage: A Systematic Review of the Emerging Fields of Virtual Reality and Culture Games127 cited
  • 2015Integrating a Location-Based Mobile Game in the Museum Visit108 cited
  • 2022What Drives Users to Adopt a Digital Museum? A Case of Virtual Exhibition Hall of National Costume Museum93 cited
  • 2019

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Lessons learned from supplementing archaeological museum exhibitions with virtual reality
91 cited
  • 2014The Role of Authentic Objects in Museums of the History of Science and Technology: Findings from a visitor study51 cited
  • 2009Interpreting our heritage50 cited
  • Cited by

    • 2025Research on the Adaptive Development of Traditional Architectural Decorative Crafts: A Case Study of Chaozhou Inlaid Porcelain10 cited
    • 2025Large Language Models to Enhance Learning in Cultural Heritage1 cited