Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement
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- Yuntao Lian & Jiafeng Xie, 2024. "The Evolution of Digital Cultural Heritage Research: Identifying Key Trends, Hotspots, and Challenges through Bibliometric Analysis," Sustainability, MDPI, vol. 16(16), pages 1-39, August.
- Hyeyoung Yun, 2023. "Combining Cultural Heritage and Gaming Experiences: Enhancing Location-Based Games for Generation Z," Sustainability, MDPI, vol. 15(18), pages 1-23, September.
- Mobina Beheshti & Sheikh Ahmad Shah & Helen Zhang & Michael Barnett & Avneet Hira, 2024. "Affordances of Technology for Sustainability-Oriented K–12 Informal Engineering Education," Sustainability, MDPI, vol. 16(16), pages 1-27, August.
- Robertas Damaševičius & Tatjana Sidekerskienė, 2024. "Virtual Worlds for Learning in Metaverse: A Narrative Review," Sustainability, MDPI, vol. 16(5), pages 1-41, February.
- Ru Zhang & Qianghong Huang & Jiacheng Luo & Junping Xu & Younghwan Pan, 2024. "Enhancing User Participation in Cultural Heritage through Serious Games: Combining Perspectives from the Experience Economy and SOR Theory," Sustainability, MDPI, vol. 16(17), pages 1-23, September.
- Lin Zhu & Li Wu & Xiran Xu & Xinyu Chen, 2024. "Exploring Pathways for Stimulating Cultural Services in Rural Ecosystems through Experiential Learning Education," Sustainability, MDPI, vol. 16(18), pages 1-13, September.
- Wenhe Min & Zhonggen Yu, 2023. "A Bibliometric Analysis of Augmented Reality in Language Learning," Sustainability, MDPI, vol. 15(9), pages 1-15, April.
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Keywords
immersive learning; gamification; alternative reality gaming (ARG); cultural heritage education; sustainability;All these keywords.
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