Emiliano Pérez
Biographic Data
| ID | 3896719 |
|---|---|
| NAME | Emiliano Pérez |
| GIVEN NAMES | Emiliano |
| FAMILY NAME | Pérez |
| SIGNATURE | PEREZ E |
| AFFILIATIONS | Universidad de Extremadura |
| ORCID | 0000-0002-3544-845X |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 4 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2019 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 1 |
Comparative Analysis between Virtual Visits and Pedagogical Outings to Heritage Sites
In recent years, the teaching and learning of history have been transformed by the incorporation of active methodologies and digital tools. Virtual reality (VR) is one such tool that is being increasingly used in classrooms. It allows students to visit and experience spaces from other historical periods, even those that have been lost. However, due to its relatively slow adoption in formal educational settings, there is still a paucity of scienti…
Virtual Reality Applied to Heritage in Higher Education—Validation of a Questionnaire to Evaluate Usability, Learning, and Emotions
Cultural heritage is one of the areas where Extended Reality is having a significant impact nowadays. Although often associated with entertainment, this technology has enormous educational potential when applied to heritage. Therefore, it is essential to implement monitoring tools in educational practice to assess its actual effectiveness. This article presents the process of generating and validating a statistical data collection instrument deve…
Serious Games to Enhance Education. Play, Technology and Archaeology in a Spanish museum
Serious games are a powerful resource in the teaching-learning process in formal and informal learning settings since this kind of activity motivates participants to take part actively in their own learning process. Within informal learning environments, they serve to improve their pedagogical role, which is sometimes difficult to be perceived by users. Nevertheless, serious games play another equally important role in museums, Art galleries or S…
Digital fabrication of cultural heritage artwork replicas. In the search for resilience and socio-cultural commitment
Digital fabrication of cultural heritage artwork replicas. In the search for resilience and socio-cultural commitment
Serious Games to Enhance Education. Play, Technology and Archaeology in a Spanish museum
Serious games are a powerful resource in the teaching-learning process in formal and informal learning settings since this kind of activity motivates participants to take part actively in their own learning process. Within informal learning environments, they serve to improve their pedagogical role, which is sometimes difficult to be perceived by users. Nevertheless, serious games play another equally important role in museums, Art galleries or S…
Comparative Analysis between Virtual Visits and Pedagogical Outings to Heritage Sites
In recent years, the teaching and learning of history have been transformed by the incorporation of active methodologies and digital tools. Virtual reality (VR) is one such tool that is being increasingly used in classrooms. It allows students to visit and experience spaces from other historical periods, even those that have been lost. However, due to its relatively slow adoption in formal educational settings, there is still a paucity of scienti…
Virtual Reality Applied to Heritage in Higher Education—Validation of a Questionnaire to Evaluate Usability, Learning, and Emotions
Cultural heritage is one of the areas where Extended Reality is having a significant impact nowadays. Although often associated with entertainment, this technology has enormous educational potential when applied to heritage. Therefore, it is essential to implement monitoring tools in educational practice to assess its actual effectiveness. This article presents the process of generating and validating a statistical data collection instrument deve…
Computer Science (4 works) · Psychology (3 works) · 3D Surveying and Cultural Heritage (2 works) · Human–computer interaction (2 works) · Museums and Cultural Heritage (2 works) · Social Psychology (2 works) · Social Psychology (2 works) · Sociology (2 works) · Usability (2 works) · Virtual Reality Applications and Impacts (2 works)