2014
DOI: 10.1007/s10209-014-0367-y
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Evaluating user experience in joint activities between schools and museums in virtual worlds

Abstract: The use of virtual worlds in the school is an extraordinary tool to engage the children in the process of e-learning. Although one can find many examples that describe the use of such a technology in teaching regular educational contents, very few examples replicate other classical outdoor educational activities such as a visit to a museum, including the remote interaction with the docents of the visited institution. In this work, the results of a study of the user experience of three groups of children within… Show more

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Cited by 14 publications
(4 citation statements)
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“…Moreover, in order to obtain better understanding of the factors influencing students' learning achievement, one more hypothesis was added to examine how the factors of TAM may affect students' learning achievement. Naya and Iba´ñez (2014) suggested that PE and PEU may influence learning outcomes. Fokides and Atsikpasi (2018) also claimed out that PU was a determinant of learning outcome.…”
mentioning
confidence: 99%
“…Moreover, in order to obtain better understanding of the factors influencing students' learning achievement, one more hypothesis was added to examine how the factors of TAM may affect students' learning achievement. Naya and Iba´ñez (2014) suggested that PE and PEU may influence learning outcomes. Fokides and Atsikpasi (2018) also claimed out that PU was a determinant of learning outcome.…”
mentioning
confidence: 99%
“…We present a comprehensive analysis of various scholarly articles and conference papers, offering a rich overview of the current state and evolution of virtual worlds, augmented reality (AR), and their applications in education. The selected references span a range of topics, including the use of virtual worlds in education [18], the emergence of the Metaverse [19], AR applications in learning [20], and the integration of these technologies into various educational contexts [21].…”
Section: Related Workmentioning
confidence: 99%
“…Wang (2015), in a study of "Kahoot!" in a university setting, tested for both engagement and motivation, and Barneche et al (2015), in their study of a virtual museum tour for students in secondary school, used two statements specifically designed to explore satisfaction.…”
Section: Engagement and Motivationmentioning
confidence: 99%