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NEO-WORLD: Enhancing Young People's Experience of Visiting Science Museum Through Gamification and Digital Technology.
Ying Wang
Jiong Fu
Wenxuan Gong
Published in:
HCI (39) (2021)
Keyphrases
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digital technologies
user experience
digital media
multi user virtual environments
sixth graders
computer science
engineering courses
social sciences
everyday lives
learning technologies
serious games
databases
artificial intelligence
science learning