2021
DOI: 10.1080/09548963.2021.1910490
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Gamification and cultural institutions in cultural heritage promotion: a successful example from Italy

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Cited by 34 publications
(15 citation statements)
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“…Within educational contexts, gamification promotes friendly competition, rewards effort, motivates and engages students using game elements, which they are already familiar with [7]. Therefore, gamification has already been implemented and evaluated within several educational subjects, such as science, technology, engineering, art and mathematics (STEAM) [106,107], language learning [108,109], medical and healthcare education [110][111][112], anatomy [113], sports and physical education [114,115], geometry [116], chemistry [117,118], physics [119], mathematics [120,121], astronomy [122], geography [123], environmental science [124,125], natural science [126], history and cultural heritage education [127,128], music [129], and vocational education [130].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…Within educational contexts, gamification promotes friendly competition, rewards effort, motivates and engages students using game elements, which they are already familiar with [7]. Therefore, gamification has already been implemented and evaluated within several educational subjects, such as science, technology, engineering, art and mathematics (STEAM) [106,107], language learning [108,109], medical and healthcare education [110][111][112], anatomy [113], sports and physical education [114,115], geometry [116], chemistry [117,118], physics [119], mathematics [120,121], astronomy [122], geography [123], environmental science [124,125], natural science [126], history and cultural heritage education [127,128], music [129], and vocational education [130].…”
Section: Gamification In Educationmentioning
confidence: 99%
“…The importance of inter-professional collaboration lies in the cocreative possibilities of cultural contents through digital culture and their appraisal, conservation, and promotion (Bonacini, 2018;Shiri et al, 2021). Along these lines, both the validity and the reliability results analyzed in the present study informed us of the pertinence of questions relating to the need for designs that are specifically oriented towards public-centered cultural experiences for qualitative learning of cultural heritage (Leow and Ch'ng, 2021), including gamified digital spaces (Bonacini and Giaccone, 2021).…”
Section: Discussionmentioning
confidence: 61%
“…education, exhibition, protection, conservation, tourism and research). These institutions are embracing Information and Communications Technology (ICT) to co-create and provide services that respond better to customer preferences in the experience society (Hanafiah and Zulkifly, 2019;Marasco et al, 2018) and to attract tourists as well as young users (Bonacini and Giaccone, 2021;Hausmann and Schuhbauer, 2021). However, cultural institutions need to thoroughly analyse all their data sources and implement AI to improve their decision-making processes in the future, focused on Industry 5.0 (Huang and Jia, 2022).…”
Section: Introductionmentioning
confidence: 99%