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Giusy Fiucci

Bio: Giusy Fiucci is an academic researcher. The author has contributed to research in topics: Immersive technology & Cultural heritage. The author has an hindex of 2, co-authored 2 publications receiving 367 citations.

Papers
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Journal ArticleDOI
TL;DR: In this article, the authors provide an extensive portrait of the current proposition of serious games in the cultural sector, highlighting the educational objectives of games in this domain and analysing the complex relations between genre, context of use, technological solutions and learning effectiveness.

424 citations

Book ChapterDOI
23 Oct 2013
TL;DR: A user study is reported to evaluate the effectiveness of Icura, a serious game about Japanese culture and etiquette to provide a handy toolkit for evaluating the effectiveness a serious games for cultural awareness and heritage.
Abstract: There is an increasing awareness about the potential of serious games for education and training in many disciplines. However, research still witnesses a lack of methodologies, guidelines and best practices on how to develop effective serious games and how to integrate them in the actual learning and training processes. This process of integration heavily depends on providing and spreading evidence of the effectiveness of serious games This paper reports a user study to evaluate the effectiveness of Icura, a serious game about Japanese culture and etiquette. The evaluation methodology extends the set of instruments used in previous studies by evaluating the effects of the game on raising awareness, by avoiding the selective attention bias and by assessing the medium-term retention. With this research we aim to provide a handy toolkit for evaluating the effectiveness a serious games for cultural awareness and heritage.

23 citations


Cited by
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Book
01 Jan 2002
TL;DR: In this article, Gale et al. discuss the relationship between social constructivism and social constructionism in the context of education and the role of the teacher in assisting the learner's construction of cultural knowledge.
Abstract: Contents: J. Gale, Preface. Part I:Radical Constructivism and Social Constructionism. E. von Glasersfeld, A Constructivist Approach to Teaching. K.J. Gergen, Social Construction and the Educational Process. J. Shotter, In Dialogue: Social Constructionism and Radical Constructivism. J. Richards, Construct[ion/iv]ism: Pick One of the Above. Part II:Information-Processing Constructivism and Cybernetic Systems. F. Steier, From Universing to Conversing: An Ecological Constructionist Approach to Learning and Multiple Description. R.J. Spiro, P.J. Feltovich, M.J. Jacobson, R.L. Coulson, Cognitive Flexibility, Constructivism, and Hypertext: Random Access Instruction for Advanced Knowledge Acquisition in Ill-Structured Domains. K. Tomm, Response to Chapters by Spiro et al. and Steier. P.W. Thompson, Constructivism, Cybernetics, and Information Processing: Implications for Technologies of Research on Learning. Part III:Social Constructivism and Sociocultural Approaches. H. Bauersfeld, The Structuring of the Structures: Development and Function of Mathematizing as a Social Practice. J.V. Wertsch, C. Toma, Discourse and Learning in the Classroom: A Sociocultural Approach. C. Konold, Social and Cultural Dimensions of Knowledge and Classroom Teaching. J. Confrey, How Compatible Are Radical Constructivism, Sociocultural Approaches, and Social Constructivism? Analysis and Synthesis I: Alternative Epistemologies. M.H. Bickhard, World Mirroring Versus World Making: There's Gotta Be a Better Way. Part IV:Alternative Epistemologies in Language, Mathematics, and Science Education. R. Duit, The Constructivist View: A Fashionable and Fruitful Paradigm for Science Education Research and Practice. G.B. Saxe, From the Field to the Classroom: Studies in Mathematical Understanding. N.N. Spivey, Written Discourse: A Constructivist Perspective. T. Wood, From Alternative Epistemologies to Practice in Education: Rethinking What It Means to Teach and Learn. E. Ackermann, Construction and Transference of Meaning Through Form. D. Rubin, Constructivism, Sexual Harassment, and Presupposition: A (Very) Loose Response to Duit, Saxe, and Spivey. Part V:Alternative Epistemologies in Clinical, Mathematics, and Science Education. E. von Glasersfeld, Sensory Experience, Abstraction, and Teaching. R. Driver, Constructivist Approaches to Science Teaching. T. Wood, P. Cobb, E. Yackel, Reflections on Learning and Teaching Mathematics in Elementary School. P. Lewin, The Social Already Inhabits the Epistemic: A Discussion of Driver Wood, Cobb, and Yackel and von Glasersfeld. J. Becker, M. Varelas, Assisting Construction: The Role of the Teacher in Assisting the Learner's Construction of Preexisting Cultural Knowledge. E.H. Auerswald, Shifting Paradigms: A Self-Reflective Critique. Analysis and Synthesis II: Epsitemologies in Education. P. Ernest, The One and the Many. Analysis and Synthesis III: Retrospective Comments and Future Prospects. L.P. Steffe, Alternative Epistemologies: An Educator's Perspective. J. Gale, Epilogue.

1,030 citations

Journal ArticleDOI
TL;DR: A review article by as discussed by the authors traces the development of cultural tourism as a field of research over the past decade, identifying major trends and research areas, including the shift from tangible to intangible heritage, more attention for indigenous and other minority groups, and a geographical expansion in the coverage of the field.

442 citations

Journal ArticleDOI
TL;DR: It was found that mobile applications and marker-based materials on paper have been the most-favored types of materials for AR because these type of materials are easy to use and they can be developed easily and practically.
Abstract: The aim of this study was to reveal research trends over the last six years by content analysis and to examine bibliometric results of articles related to the use of augmented reality (AR) in science education. For bibliometric mapping analysis, a total of 147 articles were accessed and for content analysis, a total of 79 articles published between 2013 and 2018 years were included from the Web of Science. From this, a total of 62 articles were selected for analysis. Our results revealed that mobile learning, science education, science learning and e-learning were the most used keywords in articles, while the focus of more recent articles tended to be on mobile learning. The results showed that recent articles have mostly focused on mobile learning and e-learning environments. The most-used words in the abstracts were education, knowledge, science education, experiment and effectiveness. It is evident that recent articles have focused mostly on students' knowledge and achievement. Azuma, Dunleavy and Klopfer are the most cited authors in this field. This is not surprising as they are probably the leading authors on AR in the literature. The most cited journals are Computers & Education, Journal of Science Education & Technology, Educational Technology and Society, Computers in Human Behavior, and British Journal of Educational Technology. These are the most prominent journals on the use of technology in education. Content analysis results showed that “Learning/Academic Achievement”, “Motivation” and “Attitude” have been the most examined variables in the articles. Since academic achievement is highly influenced by motivation and attitude, it is understandable that these variables are considered together in reviewed studies. It was found that mobile applications and marker-based materials on paper have been the most-favored types of materials for AR because these types of materials are easy to use and they can be developed easily and practically. Quantitative studies were the most used research design type but there have been only a limited number of qualitative studies in the last six years. This may be due to the increased tendency to use quantitative and mixed studies in recent years.

188 citations

Journal ArticleDOI
TL;DR: The authors' systematic literature review identified the main methods followed to assess serious games, the application domains in which the assessments took place, the categories of serious games assessed, the main features considered to assess the educational effectiveness of seriousGames, the procedures followed for the assessments and the size of the population that participated in the assessments.
Abstract: Training that future practitioners receive in software project management is a topic of great importance. The objective of this systematic literature review is to summarize the current state of the art of the different methods and procedures used to assess serious games. The review follows a predefined procedure that involves automatically searching well-known digital databases. 1199 papers were found by the automatic searches in the digital databases and 102 papers were selected as primary studies. The process was complemented with manual searches using author and backward snowballing techniques. Our systematic literature review identified the main methods followed to assess serious games, the application domains in which the assessments took place, the categories of serious games assessed, the main features considered to assess the educational effectiveness of serious games, the procedures followed for the assessments and the size of the population that participated in the assessments. The results are useful to researchers and practitioners willing to assess serious games in different fields, but specially to those interested in assessing serious games in the area of software project management. We present a systematic literature review on serious games (SG) evaluation.We summarize the different methods and procedures used to assess SG.We observe the application domains and the categories of SG assessed.We identify the main methods, features, procedures and size of population to assess SG.Results are intended to be applied in the area of SG in software project management.

185 citations

Journal ArticleDOI
TL;DR: In this paper, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used.
Abstract: One major competence for learners in the 21st century is acquiring a second language (L2). Based on this, L2 instruction has integrated new concepts to motivate learners in their pursue of achieving fluency. A concept that is adaptable to digital natives and digital immigrants that are learning a L2 is Gamification. As a pedagogical strategy, Gamification is basically new, but it has been used successfully in the business world. Gamification not only uses game elements and game design techniques in non-game contexts (Werbach & Hunter, 2012), but also empowers and engages the learner with motivational skills towards a learning approach and sustaining a relax atmosphere. This personality factor as Brown (1994) addresses is fundamental in the teaching and learning of L2. This article covers aspects regarding language, second language learning methodology and approaches, an overview of the integration of technology towards L2 instruction, Gamification as a concept, motivational theory, educational implications for integrating the strategy effectively, and current applications used. It also calls for a necessity of empirical evidence and research in regards to the strategy.

163 citations