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Museum in the Classroom: Engaging Students with Augmented Reality Museum Artifacts and Generative AI
7 references·0 citing·31 second hop
Museum in the Classroom: Engaging Students with Augmented Reality Museum Artifacts and Generative AI (2025)Museum in the Classroom: Engaging Student…A meta-analytic review on incorporating virtual and augmented reality in museum learning (2022)A meta-analytic review on inc…An experiential view to children learning in museums with Augmented Reality (2019)An experiential view to child…Museums as avenues of learning for children: a decade of research (2016)Museums as avenues of learnin…Bringing the Museum into the Classroom (2011)Bringing the Museum into the …Moving from task-oriented to learning-oriented strategies on school excursions to museums (1997)Moving from task-oriented to …Factors that influence learning during a scientific field trip in a natural environment (1994)Factors that influence learni…Situated Learning (1991)Situated LearningInternational Handbook of Teachers and Teaching (1997)Inquiry and the National Science Education Standards (2000)Got a Minute? Instruction Tune-Up for Time Pressed Librarians (2016)Measuring Visitor Engagement in the Mission Museum (2016)The Measurement of Meaning (1957)Qualitative and Quantitative Methods in Evaluation Research (1981)Qualitative evaluation and research methods, 2nd ed. (1990)Bridging the Gap Between Formal and Informal Science Learning (1996)A Review of Research on Outdoor Learning (2004)The value of outdoor learning: evidence from research in the UK and elsewhere (2006)Mind in Society: The Development of Higher Psychological Processes (1978)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Accessing the Inaccessible: Redefining Play as a Spectrum (2018)Learning and engagement through natural history museums (2018)Experiential Learning : Experience as the Source of Learning and Development (1983)Experience and Education (1986)The Influence of Mixed Reality on Satisfaction and Brand Loyalty in Cultural Heritage Attractions: A Brand Equity Perspective (2020)Digital media in institutional informal learning places: A systematic literature review (2021)The role of immersive technology in Customer Experience Management (2021)Introduction to Meta‐Analysis (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Designing virtual reality based 3D modeling and interaction technologies for museums (2023)Effect of Display Methods on Intentions to Use Virtual Reality in Museum Tourism (2023)A systematic review of digital transformation technologies in museum exhibition (2024)Bridging In-school and Out-of-school Learning: Formal, Non-Formal, and Informal Education (2006)A Short Review of School Field Trips: Key Findings from the Past and Implications for the Future (2008)Learning science in informal environments : people, places, and pursuits (2009)Expansive Learning at Work: Toward an activity theoretical reconceptualization (2001)What video games have to teach us about learning and literacy (2003)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)
this work references cited by second hop

References

  • 1991Situated Learning33,773 cited
  • 1994Factors that influence learning during a scientific field trip in a natural environment581 cited
  • 1997Moving from task-oriented to learning-oriented strategies on school excursions to museums308 cited
  • 2016Museums as avenues of learning for children: a decade of research224 cited
  • 2022A meta-analytic review on incorporating virtual and augmented reality in museum learning155 cited
  • 2019An experiential view to children learning in museums with Augmented Reality121 cited
  • 2011Bringing the Museum into the Classroom8 cited

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