The Art Nouveau Path: Four-Wave Repeated Cross-Sectional Evidence on Sustainability Competences in a Gamified Mobile Augmented Reality Heritage Experience
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Abstract
Competence-oriented Education for Sustainable Development requires evidence that immersive and gamified learning experiences elicit sustainability-relevant change beyond short pre-post windows. This study examines the Art Nouveau Path, a location-based mobile augmented reality heritage game implemented in Aveiro, Portugal, using a four-wave repeated cross-sectional design with anonymous student samples: baseline (S1-PRE, N = 221), immediate post-activity (S2-POST, N = 439, validated n = 438), follow-up (S3-FU, N = 434), and distant follow-up (S4-DFU, N = 69, validated n = 67). Analyses were anchored in an invariant 25-item GreenComp-based questionnaire (GCQuest) block targeting Embodying Sustainability Values (ESV; 1 to 6 scale) and combined distribution-aware descriptives, nonparametric omnibus and pairwise tests with Holm correction, and planned robustness checks including equal-n downsampling and alternative scoring. Results displayed a pronounced post-activity peak (S2-POST), partial attenuation at follow-up (S3-FU), and convergence toward baseline at distant follow-up (S4-DFU), accompanied by loss of the high-agreement tail. Item-level contrasts indicated that later-wave declines concentrated in effortful self-regulation and critical appraisal items, whereas values endorsement items were more stable. These findings indicate that field-deployable mobile AR heritage paths may generate strong proximal competence-aligned signals, but durable enactment-oriented change is likely to require structured reinforcement and integration into broader curricular sequences.
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- europepmc
- last seen: 2026-05-20T01:45:00.602351+00:00
- unpaywall
- last seen: 2026-05-22T02:00:06.705733+00:00
License: CC-BY-4.0