Submitted:
04 June 2025
Posted:
05 June 2025
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Abstract
Keywords:
1. Introduction
- How do multimodal and location-based interactions within the MARG Art Nouveau Path influence learner engagement and user experience?
- How can mobile AR serious games support the development of sustainability competences through context-aware educational interactions?
2. Theoretical Framework and Related Work
2.1. Multimodal and Context-Based Learning Through Mobile Augmented Reality
2.2. Operationalising GreenComp in Context-Aware Heritage Education
2.3. Heritage as a Living Space for Sustainability Learning
2.4. Validating Art Nouveau Path as a Sustainability-Focused Serious Game
- A training course for 30 in-service teachers, who experienced a simulated gameplay session and provided the game’s evaluation;
- Review by three teachers of History, Visual Arts, and Natural Sciences.
3. Materials and Methods
3.1. Research Design and Methodological Alignment
3.2. Contextual Background: Game Development and Iterative Refinement
- Narrative storytelling linked to local, contextualized history and sustainability themes;
- AR content triggered by architectural details used as natural markers;
- Multimedia elements, including videos, audio narration, and 3D overlays;
- Reflective and challenging quizzes, each framed by robust introductions and supported by informative feedback;
- Progression-based game structure designed to activate and align with selected GreenComp sustainability competences.
3.3. Case Study Context
- Printed images of real AR markers embedded in [City]’s Art Nouveau heritage;
- Video recordings and/or images of the path and gameplay mechanics (using a preliminary version of the game in the EduCITY app);
- fully access to multimodal media contents and quiz functionalities (also by using the preliminary version of the game in the EduCITY app).
3.4. Participants and Ethical Considerations
3.5. Data Collection Instruments
3.5.1. Evaluation Questionnaire
3.5.2. Expert Curriculum Validation
3.6. Data Analysis Procedures
3.7. Validity, Reliability, and Study Limitations
4. Game Evaluation and Pedagogical Outcomes
- the activation of sustainability competences;
- emotional and motivational engagement;
- curricular transferability within the broader context of Education for Sustainability and the Sustainable Development Goals.
4.1. Competence Mapping and Narrative Design
4.2. Teachers’ Feedback and Experts Validation
- heritage and sustainability comprehension;
- educational value and interdisciplinarity;
- curricular relevance and professional transferability;
- emotional and motivational engagement.
4.2.1. Heritage and Sustainability Comprehension
4.2.2. Educational Value and Interdisciplinarity
4.2.3. Curricular Relevance and Professional Transferability
4.2.4. Emotional and Motivational Engagement
4.3. Experts Review: Curricular Alignment and Pedagogical Coherence
4.4. Reflections on Simulation-Based Implementation
5. Results
5.1. Quantitative Analysis Based on Likert-Scale and Binary Responses
5.1.1. Likert-Scale Results of Pedagogical Dimensions
5.1.1. Likert-Scale Results of Pedagogical Dimensions
5.2. Thematic Analysis of Open-Ended Reflections
5.2.1. Engagement and Motivation
5.2.2. Visual Design and Pedagogical Relevance
5.2.3. Curriculum Integration and Interdisciplinarity
5.2.4. Sustainability Themes and Reflective Learning
5.3. Experts Review: Curricular Alignment and Pedagogical Feedback
5.4. Synthesis of Findings
6. Conclusions and Future Directions
6.1. Key Findings and Educational Implications
6.2. Limitations and Considerations
6.3. Practical Implications for AR-Enhanced Sustainability Education
6.4. Future Research Directions
6.5. Summary of Findings and Contributions
Supplementary Materials
Conflicts of Interest
Abbreviations
| AR | Augmented Reality |
| MARG | Mobile Augmented Reality Game |
| DBR | Design-Based Research |
| ESD | Education for Sustainable Development |
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| GreenComp Competences | Illustrative In-Game Activity |
|---|---|
| Promoting nature | Identifying native flora in Art Nouveau motifs and discussing symbolic meaning |
| Systems thinking | Interpreting historical photos of urban floods to understand past planning challenges |
| Future thinking | Imagining future scenarios for a sustainable city |
| Critical thinking and fairness | Comparing access to clean water in the 19th and 21st centuries at the ‘Arcos Fountain’ |
| Political agency and initiative | Reflecting on civic participation in climate resilience and heritage preservation efforts |
| Dimension | Mean Score | Standard Deviation |
|---|---|---|
| Heritage and sustainability comprehension | 5.43 | 0.73 |
| Educational potential of the game and AR | 5.50 | 0.68 |
| Relevance of workshop content and dynamics | 5.50 | 0.26 |
| Curricular relevance and professional transferability | 5.37 | 0.82 |
| Emotional and motivational engagement | 5.60 | 0.61 |
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