2017
DOI: 10.1515/cait-2017-0035
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Approach for Analysis and Improved Usage of Digital Cultural Assets for Learning Purposes

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Cited by 4 publications
(2 citation statements)
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“…Games created for educational purposes can attract attention, support learning-by-doing and learning-by-authoring, inspire creative thinking and engage users in an active participation during the perception of knowledge. Serious games are widely applied in cultural heritage domain, as well (Draganov, et al, 2015), (Paneva-Marinova, Pavlov, & Kotuzov, 2017), (Bontchev, Paneva-Marinova, & Draganov, 2016). Serious games represent an intensively studied topic in the literature, although further empirical results are required to examine the effects of gamification (Hamari, Koivisto, & Sarsa, 2014).…”
Section: Learning Methods and Serious Games Applications In Cultural ...mentioning
confidence: 99%
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“…Games created for educational purposes can attract attention, support learning-by-doing and learning-by-authoring, inspire creative thinking and engage users in an active participation during the perception of knowledge. Serious games are widely applied in cultural heritage domain, as well (Draganov, et al, 2015), (Paneva-Marinova, Pavlov, & Kotuzov, 2017), (Bontchev, Paneva-Marinova, & Draganov, 2016). Serious games represent an intensively studied topic in the literature, although further empirical results are required to examine the effects of gamification (Hamari, Koivisto, & Sarsa, 2014).…”
Section: Learning Methods and Serious Games Applications In Cultural ...mentioning
confidence: 99%
“…The teachers maintain the research and analysis of the domain, provoke discussions during the learning process, and gives specific tasks and projects engaging learners in active participation during the acquisition of knowledge, but sometimes the excessive quantity of facts with vague logic often lead to misunderstanding or weak students' interest. Modern technology in teaching and learning offers new possibilities for the development of innovative methods, scenarios and tools for deeper understanding, to attract attention, to apply learning-by-doing, and learning-by-authoring, as well as creative thinking often missing in the traditional educational practices (Draganov, et al, 2015), (Paneva-Marinova, Pavlov, & Kotuzov, 2017), (Bontchev, Paneva-Marinova, & Draganov, 2016). The development of the serious game The Thracians aims at enabling the student to focus on the lifestyle, beliefs and traditions of these ancient inhabitants of the Balkan Peninsula, taking the advantage of the interactive virtual world.…”
Section: The Thracians -An Example Of Games Developedmentioning
confidence: 99%