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Gamifying the visit to places with valuable landscapes

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Resumo(s)

The landscape, in general, is full of meaning and has been studied over time by experts in different fields. In 1992, the landscape was considered a World Heritage Site with the designation of "Cultural Landscape". Despite this relevance, in many regions, there are places with valuable landscapes that are unknown to most of the population. This paper describes a mobile tool for finding and sharing places with valuable landscapes, which includes gamification components to motivate users to search for new places and share them. It is also presented an evaluation of the tool, in terms of user experience and including the assessment of gamification features. The tests were carried out in the Cultural Landscape of Sintra, considered world heritage since 1995.

Descrição

Palavras-chave

Cultural landscape Gamification Mobile computing

Contexto Educativo

Citação

JESUS, Rui; CONCEIÇÃO, Catarina; LOPES, Gonçalo – Gamifying the visit to places with valuable landscapes. EAI Endorsed Transactions on Creative Technologies. ISSN 2409-9708. Vol. 6, N.º 20 (2020), pp. 1-8

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Fascículo

Editora

EUDL – European Union Digital Library

Licença CC

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