2020
DOI: 10.1007/978-3-030-49278-6_10
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Heritage Education for Primary Age Through an Immersive Serious Game

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Cited by 8 publications
(4 citation statements)
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References 18 publications
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“…In accordance with our results, Chan et al [36], experimenting with IVR-SGs for safety in chemical laboratories, found that applications with more advanced technological features can provide a high level of immersion and reduce symptoms of simulator sickness. The high importance of immersivity in cognitive acquisition in IVR-SGs was also noted by Luigini and Basso [37] in an application on learning traditional cultural heritage practices. The correlation between the dimensions of affordance and those of ergonomics is also found in the literature [38,39].…”
Section: Discussionsupporting
confidence: 56%
“…In accordance with our results, Chan et al [36], experimenting with IVR-SGs for safety in chemical laboratories, found that applications with more advanced technological features can provide a high level of immersion and reduce symptoms of simulator sickness. The high importance of immersivity in cognitive acquisition in IVR-SGs was also noted by Luigini and Basso [37] in an application on learning traditional cultural heritage practices. The correlation between the dimensions of affordance and those of ergonomics is also found in the literature [38,39].…”
Section: Discussionsupporting
confidence: 56%
“…Journal Articles [67][68][69][70][71][72][73][74][75][76][77][78][79][80][81][82][83][84][85]. Book chapters [86][87][88][89][90][91][92]. Regarding the publications with the most citations within the dataset (metadata provided by the indexation platforms), Deggim, et al from 2017 titled "Segeberg 1600-reconstructing a historic town for virtual reality visualization as an immersive experience" [17] is the most cited.…”
Section: Type Of Publication Publicationsmentioning
confidence: 99%
“…Recently, a considerable amount of research studies have also been conducted on innovative gaming applications for educational purposes. The use of serious games is one of the most significant (Luigini & Basso, 2021). Based on serious games, Fridenson-Hayo et al (2017) performed a cross-cultural evaluation of a game, namely, Emotiplay.…”
Section: Related Workmentioning
confidence: 99%