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Herit."],"published-print":{"date-parts":[[2025,6,30]]},"abstract":"<jats:p>Cultural heritage museum educational games can create an adaptive, triggering, immersive, and induced learning atmosphere for the development of multiple intelligences, and then, become an efficient activity platform to guide, stimulate and strengthen the development of multiple intelligences by integrating various intelligences into tips, questions, and game challenges, users can create opportunities to learn knowledge and skills, gain social support, and improve their self-efficacy. At the same time, the complete analysis of the educational games of museum cultural heritage must also include the evaluation of the influences of higher-level knowledge and emotion, so as to promote the multi-dimensional and all-round evaluation of the learning effects of museums. Therefore, it is necessary to provide effective references to museums to realize the educational activities of embodied experience combined with virtual immersion. We put forward an application model of museum educational games based on embodied cognition theory and immersion theory. Based on this model, we choose multi-intelligences theory as the basis of the evaluation of educational games of museum cultural heritage and put forward available teaching aids and practical suggestions to promote the design and implementation of such educational games in museums.<\/jats:p>","DOI":"10.1145\/3727343","type":"journal-article","created":{"date-parts":[[2025,4,1]],"date-time":"2025-04-01T15:11:09Z","timestamp":1743520269000},"page":"1-17","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":9,"title":["Application Model of Museum Cultural Heritage Educational Game Based on Embodied Cognition and Immerse Experience"],"prefix":"10.1145","volume":"18","author":[{"ORCID":"https:\/\/orcid.org\/0000-0002-9733-7691","authenticated-orcid":false,"given":"Jingwen","family":"Zhang","sequence":"first","affiliation":[{"name":"Nankai University Museum, Nankai University, Tianjin, China"}]},{"ORCID":"https:\/\/orcid.org\/0009-0003-9069-1561","authenticated-orcid":false,"given":"Tong","family":"Zhu","sequence":"additional","affiliation":[{"name":"Nankai University, Tianjin, China"}]},{"ORCID":"https:\/\/orcid.org\/0009-0006-5051-7245","authenticated-orcid":false,"given":"Chenge","family":"Hu","sequence":"additional","affiliation":[{"name":"Nankai University, Tianjin, China"}]}],"member":"320","published-online":{"date-parts":[[2025,6,21]]},"reference":[{"key":"e_1_3_1_2_2","doi-asserted-by":"publisher","DOI":"10.1080\/10494820.2021.1976803"},{"key":"e_1_3_1_3_2","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-58550-5_1"},{"key":"e_1_3_1_4_2","doi-asserted-by":"publisher","DOI":"10.1145\/3350427"},{"key":"e_1_3_1_5_2","doi-asserted-by":"publisher","DOI":"10.1145\/3064644"},{"key":"e_1_3_1_6_2","doi-asserted-by":"publisher","DOI":"10.1080\/13683500.2021.1952941"},{"key":"e_1_3_1_7_2","doi-asserted-by":"publisher","DOI":"10.1080\/13527258.2022.2091638"},{"key":"e_1_3_1_8_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.compedu.2012.12.020"},{"key":"e_1_3_1_9_2","doi-asserted-by":"publisher","DOI":"10.1080\/09548963.2021.1910490"},{"key":"e_1_3_1_10_2","doi-asserted-by":"publisher","DOI":"10.1145\/3297717"},{"key":"e_1_3_1_11_2","doi-asserted-by":"publisher","DOI":"10.1016\/j.culher.2013.04.004"},{"key":"e_1_3_1_12_2","doi-asserted-by":"publisher","DOI":"10.1007\/s10055-010-0177-3"},{"key":"e_1_3_1_13_2","doi-asserted-by":"publisher","DOI":"10.1007\/s00779-018-1126-5"},{"issue":"2","key":"e_1_3_1_14_2","first-page":"22","article-title":"FakeMuse: A serious game on authentication for cultural heritage","volume":"14","author":"Zilio Daniel","year":"2021","unstructured":"Daniel Zilio, Nicola Orio, and Luca Zamparo. 2021. 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