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Volumn 15, Issue 2, 2012, Pages 257-270

Designing hypercontextualized games: A case study with lieksamyst

Author keywords

Context; Hypercontextualized games; Mobile; Museum; Storytelling

Indexed keywords


EID: 84871571343     PISSN: 11763647     EISSN: 14364522     Source Type: Journal    
DOI: None     Document Type: Article
Times cited : (14)

References (24)
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  • 2
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    • Clark, K. (2010). Knight fellowships: Journalism on the map: A case for location-aware storytelling. John S. Knight Fellowships for Professional Journalists. Retrieved September 18, 2010, from http://knight.stanford.edu/news/2010/knight2.0/clark/
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    • Clark, K.1
  • 3
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    • Pretoria to Khartoum-how we taught an Internet-supported masters' programme across national, religious, cultural and linguistic barriers
    • Cronje, J. C. (2006). Pretoria to Khartoum-How we taught an Internet-supported masters' programme across national, religious, cultural and linguistic barriers. Educational Technology & Society, 9(1), 276-288.
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    • Cronje, J.C.1
  • 4
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    • Posture as a predictor of learner's affective engagement
    • D.S. Mcnamara & J. G.Trafton (Eds.), New York: Lawrence Erlbaum Associates
    • D'Mello, S., Chipman, P., & Graesser, A. (2007). Posture as a predictor of learner's affective engagement. In D. S. McNamara & J. G.Trafton (Eds.), Proceedings of the 29th Annual Cognitive Science Society (pp. 905-910). New York: Lawrence Erlbaum Associates.
    • (2007) Proceedings of the 29th Annual Cognitive Science Society , pp. 905-910
    • D'mello, S.1    Chipman, P.2    Graesser, A.3
  • 9
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    • Researching learning in museums and galleries 1990-1999: A bibliographic review
    • Leicester, UK: Research centre for museums and galleries, Retrieved Feb. 8, 2011 from
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    • (2000)
    • Hooper-greenhill, E.1    Moussouri, T.2
  • 15
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    • Deliverable D5.3B: Domain of pervasive gaming. Integrated project on pervasive gaming
    • Retrieved Feb. 8, 2011 from
    • Montola, M., Waern, A., & Nieuwdorp, E. (2006). Deliverable D5.3B: Domain of pervasive gaming. Integrated project on pervasive gaming. Work package WP5. Retrieved Feb. 8, 2011 from https://lra.le.ac.uk/handle/2381/19
    • (2006) Work package WP5
    • Montola, M.1    Waern, A.2    Nieuwdorp, E.3
  • 16
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    • The content analysis guidebook
    • Thousand Oaks, CA: Sage Publications
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  • 17
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    • Digital games and learning in cyberspace: A dialogical approach
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    • (2006) E-learning and Digital Media , vol.3 , Issue.1 , pp. 38-51
    • Ravenscroft, A.1    Mcalister, S.2
  • 18
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    • Computer as paintbrush: Technology, play and the creative society
    • D. Singer, R. Golikoff, & K. Hirsh- Pasek (Eds), Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth
    • Resnick, M. (2006). Computer as paintbrush: Technology, play and the creative society. In D. Singer, R. Golikoff, & K. Hirsh- Pasek (Eds), Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth (pp. 192-208).New York: Oxford University Press.
    • (2006) New York: Oxford University Press , pp. 192-208
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  • 24
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    • This is not a game: A guide to alternate reality gaming
    • Santa Barbara, CA: Exe Active Media Group
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.