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.
This paper develops a Generalized Linear Model using the Negative Binomial Regression with log link function to analyze the effects of mobility trends and seasons on COVID-19 cases. The data of four European countries was used, namely Austria, Greece, Italy, and Czech Republic. The dataset includes daily observations of registered COVID-19 cases, and the data of six types of mobility trends: retail and recreation, grocery and pharmacy, parks, transit stations, workplaces, and residential mobility for the period Feb 15 - Nov 15, 2020. The results suggest that the number of COVID-19 cases differs between seasons and different mobility trends.