Submitted:
16 May 2025
Posted:
16 May 2025
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Abstract
Keywords:
1. Introduction
2. Literature Review
2.1. Augmented Reality
2.1.1. Definition of Augmented Reality
2.1.2. Marker-Based AR
2.1.3. Markerless AR
2.2. Application of Augmented Reality in Education
2.3. Historical Architectural Heritage
2.3.1. Significance of Historical Architectural Heritage
2.3.2. Significance of Architectural Heritage from the Japanese Colonial Period
2.3.3. Relevant Architectural Heritage Sites
- Tainan University Hong-Lou (Red Building): Built in 1921, originally Tainan Normal School, a key Japanese colonial educational building integrating Japanese and Western Renaissance styles. Now part of National University of Tainan.
- Tainan Weather Observatory: Established in 1901 for meteorological research, featuring Western classical design. Contributed to agricultural development and disaster prevention; now a meteorology museum.
- National Museum of Taiwan Literature: Formerly Tainan Prefectural Hall (1896), a colonial government office. Established as a museum in 2003 to promote Taiwanese literature and culture.
- Chihkan Tower (Fort Provintia): Originally Dutch Fort Provintia (1653), rebuilt multiple times. A significant historical political and military site, later used for education and public office during Japanese rule.
- Hayashi Department Store: Built in 1932, a prominent Japanese colonial commercial building. Renovated and reopened in 2014 as a multifunctional cultural and commercial landmark.
2.4. Learning Motivation
2.4.1. Definition of Learning Motivation
2.4.2. Research on the Impact of AR Application in Various Fields on Learning Motivation
2.5. Learning Attitude
2.5.1. Definition of Learning Attitude
2.5.2. Research on the Impact of AR Application in Various Fields on Learning Attitude
2.6. Self-Efficacy
2.6.1. Definition of Self-Efficacy
2.6.2. Research on the Impact of AR Application in Various Fields on Self-Efficacy
3. Methodology
3.1. Research Flow and Structure
- Independent Variable: Teaching method (AR-integrated instruction vs. traditional instruction).
- Covariates: Pre-test scores for learning achievement, learning motivation, learning attitude, and self-efficacy.
- Dependent Variables: Post-test scores for learning achievement, learning motivation, learning attitude, and self-efficacy.
- Control Variables:
- Students: All participants were fifth-grade elementary school students.
- Instructor: The same teacher conducted all lessons to avoid variations in teaching style.
- Curriculum Content: The teaching content was primarily based on the fifth-grade social studies curriculum.







3.2. Experimental Design
3.2.1. System Development
3.2.2. AR System Development Tools
3.2.4. “Time Traveler” AR Curriculum
3.3. Participants
3.4. Experimental Procedure
3.5. Experimental Process Record
3.6. Research Instruments
- Learning Achievement Test: Designed by two elementary teachers, covering social studies content (max score 100), including various question types.
- Learning Motivation Scale: Adapted from Pintrich et al. (1991) MSLQ (31 items, 5-point Likert). Pre-test Cronbach’s α = 0.913, Post-test α = 0.935. Validated by teachers and a professor.
- Learning Attitude Scale: Adapted from Sung et al. (2015) (17 items, 5-point Likert). Pre-test α = 0.906, Post-test α = 0.956. Validated similarly.
- Self-Efficacy Scale: Adapted from Ng & Lucianetti (2016) and Schwarzer (1993, 1997) (10 items, 5-point Likert). Pre-test α = 0.774, Post-test α = 0.872. Validated similarly.
4. Results

4.1. Learning Achievement.
4.2. Learning Motivation
4.3. Learning Attitude
4.4. Self-Efficacy
4.5. Summary of Qualitative Findings
5. Discussion
6. Conclusions and Recommendations
- AR-integrated teaching significantly improves learning achievement: Students in the experimental group, who received AR-enhanced instruction, demonstrated significantly higher gains in learning achievement compared to the control group receiving traditional instruction (p = 0.041). This suggests that AR can make historical content more accessible and understandable, leading to better academic performance.
- AR-integrated teaching significantly enhances learning motivation: The experimental group showed significantly greater improvement in learning motivation (p = 0.044). The interactive and immersive nature of AR appears to transform learning from a passive activity to an engaging exploration, thereby boosting students’ intrinsic drive to learn.
- AR-integrated teaching significantly fosters positive learning attitudes: A significant improvement in learning attitudes was observed in the experimental group (p = 0.039). AR’s interactive tasks encouraged active participation, leading to a more positive disposition towards the learning process and subject matter.
- AR-integrated teaching significantly increases self-efficacy: The experimental group exhibited significantly higher gains in self-efficacy (p = 0.008). The hands-on, mastery-oriented experiences within the AR environment likely empowered students, increasing their confidence in their ability to learn and succeed.
6.1. Recommendations for Future Research and Practice
- Expand Participant Demographics and Sample Size: Future research should involve a larger and more diverse sample of students, potentially including different age groups (e.g., middle or high school students) to compare the effects of AR across various developmental stages. This would enhance the generalizability of the findings.
- Refine System Design and Interactivity: While the “Time Traveler” app was generally well-received, feedback indicated room for improvement in system interactivity and responsiveness. Future development could focus on more sophisticated dialogue systems with virtual characters to enhance user empathy and engagement. Optimizing 3D object scanning to reduce sensitivity to specific angles would improve the user experience.
- Enhance Instructional Design and Scaffolding: Although AR proved beneficial, some students initially struggled with operational aspects. Future implementations should incorporate more robust onboarding and scaffolding strategies to familiarize students with AR controls and interactions, minimizing initial frustration and ensuring a smoother learning curve. Task design could also be made more challenging and varied, and the number of heritage sites could be expanded. Linking tasks more cohesively to create a stronger narrative flow could deepen memory retention.
- Integrate with Local Curriculum and Daily Life: To increase relevance and resonance, AR-based historical education could be more closely integrated with local community studies or aspects of students’ daily lives, fostering a stronger connection to the subject matter.
- Longitudinal Studies: Conducting longitudinal studies could provide insights into the long-term effects of AR-based learning on knowledge retention, sustained motivation, and the development of historical thinking skills.
- Comparative Studies of Different AR Features: Research could explore the differential impacts of various AR features (e.g., marker-based vs. markerless, different levels of interactivity) on learning outcomes to identify best practices in AR educational design.
Acknowledgments
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| Source | df | Adjusted Mean (Experimental) | Adjusted Mean (Control) | F-value | p-value |
| Between Groups | 1 | 90.866 | 86.577 | 4.434 | 0.041* |
| Source | df | Adjusted Mean (Experimental) | Adjusted Mean (Control) | F-value | p-value |
| Between Groups | 1 | 3.726 | 3.393 | 4.291 | 0.044* |
| Source | df | Adjusted Mean (Experimental) | Adjusted Mean (Control) | F-value | p-value |
| Between Groups | 1 | 3.850 | 3.448 | 4.506 | 0.039* |
| Source | df | Adjusted Mean (Experimental) | Adjusted Mean (Control) | F-value | p-value |
| Between Groups | 1 | 4.406 | 4.061 | 7.713 | 0.008** |
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