TY - JOUR KW - cultural heritage KW - Cultural heritage application KW - Cultural heritages KW - Cultural institutions KW - Digitalization KW - Game-based Learning KW - Gamification KW - Historic preservation KW - Intangible cultural heritages KW - Interactive computer graphics KW - museums KW - Scientific community KW - Serious games KW - Virtual reality AU - Marijana Cosovic AU - Belma Brkic AB - As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment. DO - 10.3390/info11010022 M1 - 1 N1 - Publisher: MDPI AG N2 - As traditional museums migrate to the virtual world, they offer wider access to the exhibit collections but often fail to present content of those collections in more engaging way. Game-based learning is one of the solutions to mitigate this inevitable transition and support active learning in the process. It is increasingly gaining interest from the cultural heritage scientific community for the purpose of promoting cultural heritage, raising awareness of its importance and motivating users to visit cultural institutions such as museums more often. There are numerous examples of serious games that are based on or contain heritage content. Tangible cultural heritage is more represented in the virtual worlds and mainly based on applications of 3D technology. Recently, intangible cultural heritage is gaining more visibility within cultural heritage scope as a domain in which game-based learning could assist in its preservation. This paper attempts to address pros and cons of game-based learning in general and reflect on the choices of using serious games in the museum environment. TI - Game-Based Learning in Museums-Cultural Heritage Applications UR - https://www.scopus.com/inward/record.uri?eid=2-s2.0-85079056800&doi=10.3390%2finfo11010022&partnerID=40&md5=56cbe470c03f744bba26f6bcbdf7a082 VL - 11 SN - 20782489 (ISSN) ER -